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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class nMain : MonoBehaviour
{
[SerializeField] private CellMesh cellMesh;
private LogicGrid world;
int placementValue;
public static float speed = 3.0f;
int heuristic;
int algorithm;
bool astarSelected;
bool idsSelected;
bool dfsSelected;
// Coordinates for pathfinding
public Vector2Int agent = new Vector2Int();
public HashSet<Vector2Int> obstacles = new HashSet<Vector2Int>();
public HashSet<Vector2Int> samples = new HashSet<Vector2Int>();
// Start is called before the first frame update
void Start()
{
// Create world
int width = 32;
int height = 16;
float cellSize = 5f;
Vector3 origin = new Vector3(-77, -34);
world = new LogicGrid(width, height, cellSize, origin);
// Set default placement to Obstacle
placementValue = 1;
cellMesh.SetGrid(world);
Debug.Log("Loaded. Placing Mode: Obstacle");
}
// Update contains keyboard shortcut options
void Update()
{
// Change Placement Mode Keyboard Shortcuts:
////////////////////////////////
// Place Obstacle in grid
if (Input.GetKeyDown("o"))
{
Debug.Log("Placing Mode: Obstacle");
placementValue = 1;
}
// Place Sample in cell
if (Input.GetKeyDown("s"))
{
Debug.Log("Placing Mode: Sample");
placementValue = 2;
}
// Place agent in cell
if (Input.GetKeyDown("a"))
{
Debug.Log("Placing Mode: Agent");
placementValue = 3;
}
// Reset Canvas
if (Input.GetKeyDown("r"))
{
ResetGrid();
}
if (Input.GetKeyDown("g"))
{
StartAlgorithm();
}
//////////////////////////
// Update Cell:
// Place value in cell based on selected placementValue with left click
if (Input.GetMouseButton(0))
{
world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), placementValue);
}
// Clear cell with right click
if (Input.GetMouseButton(1))
{
world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), 0);
}
}
public void SetModeObstacle()
{
placementValue = 1;
}
public void SetModeSample()
{
placementValue = 2;
}
public void SetModeAgent()
{
placementValue = 3;
}
public void ResetGrid()
{
world.reset();
agent = new Vector2Int();
obstacles = new HashSet<Vector2Int>();
samples = new HashSet<Vector2Int>();
}
public void StartAlgorithm()
{
Vector2Int coord = new Vector2Int();
bool agentFound = false;
// Collect information about world
for (int x = 0; x < world.GetWidth(); x++)
for (int y = 0; y < world.GetHeight(); y++)
{
int index = x * world.GetHeight() + y;
int value = world.GetValue(x, y);
//Debug.Log("x: " + x + " y: " + y + " | value: " + value);
// Add coordinate to obstacle array
if (value == 1)
{
coord.x = x;
coord.y = y;
if (!obstacles.Contains(coord))
obstacles.Add(coord);
}
// Add coordinate to sample array
if (value == 2)
{
coord.x = x;
coord.y = y;
if (!samples.Contains(coord))
samples.Add(coord);
}
// Add coordinate to agent array
if (value == 3)
{
agent.x = x;
agent.y = y;
agentFound = true;
}
}
if (!agentFound)
{
Debug.Log("NO AGENT!");
return;
}
if (samples.Count == 0)
{
Debug.Log("NO SAMPLES!");
return;
}
if (true)
{
Pathfinder path = new Pathfinder(world, agent, obstacles, samples, algorithm, heuristic);
Stack<Node> result = path.result;
Debug.Log("GO ANIMATE");
cellMesh.Animate(result);
}
}
public void AdjustSpeed(float newSpeed)
{
speed = newSpeed;
Debug.Log(speed);
}
public void AstarToggle(bool tickOn)
{
astarSelected = tickOn;
Debug.Log(astarSelected);
algorithm = 0;
Debug.Log(algorithm);
}
public void DFSToggle(bool tickOn)
{
dfsSelected = tickOn;
Debug.Log(dfsSelected);
algorithm = 1;
Debug.Log(algorithm);
}
public void IDSToggle(bool tickOn)
{
idsSelected = tickOn;
Debug.Log(idsSelected);
algorithm = 2;
Debug.Log(algorithm);
}
public void h0Toggle(bool tickOn)
{
heuristic = 0;
Debug.Log(heuristic);
}
public void h1Toggle(bool tickOn)
{
heuristic = 1;
Debug.Log(heuristic);
}
public void h2Toggle(bool tickOn)
{
heuristic = 2;
Debug.Log(heuristic);
}
}
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