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authorSimon O'Shea <osheas1@wit.edu>2023-08-08 20:07:50 -0400
committerSimon O'Shea <osheas1@wit.edu>2023-08-08 20:07:50 -0400
commit615dbd003ea715cdf3ef3424362c26fcd154ca61 (patch)
treeb72eadc34736da8866aad46df4edd5e0e193042e /Pathfinding Visualizer/Assets/Scripts/PathNode.cs
parent45cb21030f2281be3db0c63a24c6f7772b26586b (diff)
astar broken, just like my spirits
Diffstat (limited to 'Pathfinding Visualizer/Assets/Scripts/PathNode.cs')
-rw-r--r--Pathfinding Visualizer/Assets/Scripts/PathNode.cs17
1 files changed, 10 insertions, 7 deletions
diff --git a/Pathfinding Visualizer/Assets/Scripts/PathNode.cs b/Pathfinding Visualizer/Assets/Scripts/PathNode.cs
index 8682070..9cd37fe 100644
--- a/Pathfinding Visualizer/Assets/Scripts/PathNode.cs
+++ b/Pathfinding Visualizer/Assets/Scripts/PathNode.cs
@@ -16,8 +16,8 @@ using UnityEngine;
public char lastMove; // for output/animation
public int distanceTraveled; // for calculating f(n) value
public double heuristic;
- public static double fn; // distance traveled + heuristic value
- bool canSample; // for expansion
+ public double fn; // distance traveled + heuristic value
+ //bool canSample; // for expansion
// construct node :)
public Node(Node parent, Vector2Int agent, List<Vector2Int> samples, char lastMove, int distanceTraveled, double heuristic)
@@ -50,8 +50,8 @@ using UnityEngine;
////////////////////////////////////
// store coordinates for all potential moves to be checked
- Vector2Int up = new Vector2Int( this.agent.y - 1, this.agent.x );
- Vector2Int down = new Vector2Int( this.agent.y + 1, this.agent.x );
+ Vector2Int up = new Vector2Int( this.agent.y + 1, this.agent.x );
+ Vector2Int down = new Vector2Int( this.agent.y - 1, this.agent.x );
Vector2Int left = new Vector2Int( this.agent.y, this.agent.x - 1 );
Vector2Int right = new Vector2Int( this.agent.y, this.agent.x + 1 );
@@ -117,14 +117,17 @@ using UnityEngine;
// check that agent is not trying to move into an obstacle
for (int i = 0; i < Pathfinder.obstacles.Count(); i++)
{
- if (Pathfinder.obstacles[i].x == position.x && Pathfinder.obstacles[i].y == position.y)
+ if (Pathfinder.obstacles[i].x.Equals(position.x) && Pathfinder.obstacles[i].y.Equals(position.y))
return false;
}
- // check that agent is not stepping out of the world
- if (!((position.y >= 0) && (position.y <= Pathfinder.height - 1) && (position.x >= 0) && (position.x <= Pathfinder.width - 1)))
+ if ((position.y < 0) || (position.y > Pathfinder.height - 1) || (position.x < 0) || (position.x > Pathfinder.width - 1))
return false;
+ // check that agent is not stepping out of the world
+ // if (!((position.y >= 0) && (position.y <= Pathfinder.height - 1) && (position.x >= 0) && (position.x <= Pathfinder.width - 1)))
+ // return false;
+
return true;
}