void DSF(TMap const & maze,
         MapKeyT const & cur, MapKeyT const & prev, Cell const & target,
         MapT & data, vector<vector<int>> const & bonuses)
{
    bool IsOpposite = GetOppositeDirection(prev.second) == cur.second;
    double to_add = (IsOpposite ? 3 : 1);
    if (bonuses[cur.first.m_x][cur.first.m_y] == 1)
        to_add -= 0.5;
    
    bool need_update = data.count(cur) == 0;
    need_update |= data[cur].first > data[prev].first + to_add;
    if (need_update)
    {
        double prev_dist = data.count(prev) == 0 ? 0 : data[prev].first;
        data[cur] = {prev_dist + to_add, prev};
    }
    if (cur.first == target)
        return;
    if (need_update)
    {
        if (CanPass(maze, cur.first, cur.second))
            DSF(maze, {cur.first.GetNeibor(cur.second), cur.second}, cur, target, data, bonuses);
        for (auto const & dir: AllDirections())
            if (CanPass(maze, cur.first, dir))
                DSF(maze, {cur.first.GetNeibor(dir), dir}, cur, target, data, bonuses);
    }
}
Beispiel #2
0
void Graph<T>::mst()
{
	std::vector<Node*> new_neighbors{nodes.size(), nullptr};
	new_neighbors[0] = &nodes[0];

	// Recursive function - Depth Search First
	std::function<void(Node*)> DSF = 
		[&](Node* node)
	{
		for (Node* next : node->neighbors)
		{
			auto position = next - &nodes[0];
			if(new_neighbors[position] == nullptr)
			{
				// Construct a new node with it's parent
				new_neighbors[position] = node;
				DSF(next);
			}
		}
	};

	DSF(&nodes.front());

	// Assign new neighbors, 0 is the starting point so no neighbor for this node
	for(size_t i=1; i<nodes.size(); ++i)
	{
		nodes[i].neighbors.clear();
		if(new_neighbors[i] != nullptr)
			nodes[i].neighbors.push_back(new_neighbors[i]);
	}
}
vector<Cell> GetClosestPath(const model::World& world,
                            Cell const & start, Direction const start_dir, Cell const & finish, Game const & game)
{
    
    static map<cashe_key, vector<Cell> > cacshe;
    static int bonus_hash = 0;
    int bonus_hash_cur = 0;
    auto const & map = world.getTilesXY();
    vector<vector<int>> bonuses(map.size(), vector<int>(map[0].size(), 0));
    for (Bonus const & bonus: world.getBonuses())
    {
        bonus_hash_cur += bonus.getX() * bonus.getX() + bonus.getY() * bonus.getY();
        auto bonus_cell= GetCell(bonus, game);
        bonuses[bonus_cell.m_x][bonus_cell.m_y] = (bonus.getType() == PURE_SCORE || bonus.getType() == REPAIR_KIT) ? 1 : 0;
    }
    if (bonus_hash !=  bonus_hash_cur)
    {
        bonus_hash = bonus_hash_cur;
        cacshe.clear();
    }
    
    
    
    cashe_key ck = {start, start_dir, finish};
    if (cacshe.count(ck) == 1)
        return cacshe[ck];
    
    MapT data;
    DSF(world.getTilesXY(), {start, start_dir}, {start, start_dir}, finish, data, bonuses);
    //    PrintMap(world.getTilesXY(), data);
    
    vector<Cell> res;
    int const INF = 1000000;
    int best = INF;
    MapKeyT cur = {finish, LEFT};
    for (auto dir: AllDirections())
    {
        if (data.count({finish,dir}) == 0)
            continue;
        if (data[{finish,dir}].first < best)
        {
            best = data[{finish,dir}].first;
            cur = {finish,dir};
        }
        
    }
    if (best == INF)
        return res;
    
    
    while (cur.first != start)
    {
        res.push_back(cur.first);
        cur = data[cur].second;
    }
    res.push_back(start);
    reverse(res.begin(), res.end());
    cacshe[ck] = res;
    return res;
}