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TimedMove.cs
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TimedMove.cs
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using System.Collections.Generic;
using System.Linq;
namespace mapf;
/// <summary>
/// Describes a Move at a given timestep.
/// </summary>
public class TimedMove : Move
{
public int time;
// public static const int FOREVER_AFTER = int.MaxValue
public TimedMove(int x, int y, Move.Direction direction, int time)
: base(x, y, direction)
{
this.time = time;
}
/// <summary>
/// A generator yielding new adjacent TimedMoves. Reimplemented to avoid creating temporary Moves.
/// </summary>
/// <returns></returns>
public new IEnumerable<TimedMove> GetNextMoves()
{
Direction[] directions;
if (Constants.ALLOW_DIAGONAL_MOVE)
directions = Move.validDirections;
else
directions = Move.validDirectionsNoDiag;
foreach (Direction op in directions)
{
yield return new TimedMove(this.x + Move.directionToDeltas[(int)op, 0],
this.y + Move.directionToDeltas[(int)op, 1], op, this.time + 1);
}
}
/// <summary>
/// Change coordinates in specified direction and increment timestep.
/// </summary>
/// <param name="direction"></param>
public override void Update(Direction direction)
{
base.Update(direction);
this.time += 1;
}
public TimedMove(Move cpy, int time)
: base(cpy)
{
this.time = time;
}
public TimedMove() { }
public TimedMove(TimedMove cpy) : base(cpy)
{
this.time = cpy.time;
}
public override bool Equals(object obj)
{
if (obj == null)
return false;
if (this.time != ((TimedMove)obj).time)
return false;
//return base.Equals(obj);
// Begin copied code of base to avoid a method call
Move that = (Move)obj;
return (this.x == that.x && this.y == that.y &&
((this.direction == Direction.NO_DIRECTION) || (that.direction == Direction.NO_DIRECTION) ||
(this.direction == that.direction)));
// End copied code of base
}
public override int GetHashCode()
{
unchecked
{
//return base.GetHashCode() * 3 + this.time;
// Begin copied code of base to avoid a method call:
int hash = 17;
hash = 23 * hash + x;
hash = 23 * hash + y;
// End copied code of base
return hash * 3 + this.time;
}
}
public new TimedMove GetMoveWithoutDirection()
{
TimedMove copy = new TimedMove(this);
copy.direction = Direction.NO_DIRECTION;
return copy;
}
/// <summary>
/// Check if the given move collides with this move.
/// This includes:
/// 0. Same time
/// 1. Head on collision
/// 2. When other moves target the same location.
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public bool IsColliding(TimedMove other)
{
return IsColliding(other.x, other.y, other.direction, other.time);
}
public bool IsColliding(int other_x, int other_y, Direction other_direction, int time)
{
if (this.time != time)
return false;
return base.IsColliding(other_x, other_y, other_direction);
}
/// <summary>
/// Reimplemented to avoid creating temporary Move objects
/// </summary>
/// <returns></returns>
public new TimedMove GetOppositeMove()
{
if (direction == Direction.Wait || direction == Direction.NO_DIRECTION)
return this;
return new TimedMove(this.x + Move.directionToOppositeDeltas[(int)direction, 0],
this.y + directionToOppositeDeltas[(int)direction, 1],
directionToOppositeDirection[(int)direction], this.time);
}
/// <summary>
/// Isn't used anywhere
/// </summary>
/// <param name="cpy"></param>
/// <param name="time"></param>
public void setup(Move cpy, int time)
{
base.setup(cpy);
this.time = time;
}
/// <summary>
///
/// </summary>
/// <param name="cpy"></param>
public void setup(TimedMove cpy)
{
base.setup(cpy);
this.time = cpy.time;
}
/// <summary>
/// Almost isn't used anywhere
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="direction"></param>
/// <param name="time"></param>
public void setup(int x, int y, Move.Direction direction, int time)
{
base.setup(x, y, direction);
this.time = time;
}
public bool IsColliding(ICollection<TimedMove> moves)
{
Move.Direction saveDirection = this.direction;
this.direction = Move.Direction.NO_DIRECTION;
if (moves.Contains(this))
{
this.direction = saveDirection;
return true;
}
this.direction = saveDirection;
if (Constants.ALLOW_HEAD_ON_COLLISION == false)
{
this.setOppositeMove();
if (moves.Contains(this)) // Check direction too now
{
this.setOppositeMove();
return true;
}
this.setOppositeMove();
}
return false;
}
public bool IsColliding(IReadOnlyDictionary<TimedMove, int> timedMovesToAgentID)
{
if (timedMovesToAgentID == null)
return false;
Move.Direction saveDirection = this.direction;
this.direction = Move.Direction.NO_DIRECTION;
if (timedMovesToAgentID.ContainsKey(this))
{
this.direction = saveDirection;
return true;
}
this.direction = saveDirection;
if (Constants.ALLOW_HEAD_ON_COLLISION == false)
{
this.setOppositeMove();
if (timedMovesToAgentID.ContainsKey(this)) // Check direction too now
{
this.setOppositeMove();
return true;
}
this.setOppositeMove();
}
return false;
}
/// <summary>
/// Gets a dictionary mapping TimedMoves to the agent that already made them
/// and returns a list of agents this TimedMove collides with.
/// </summary>
/// <param name="timedMovesToAgentIndex"></param>
/// <returns></returns>
public List<int> GetColliding(IReadOnlyDictionary<TimedMove, int> timedMovesToAgentIndex)
{
List<int> ans = null;
Move.Direction saveDirection = this.direction;
Direction[] directions;
if (Constants.ALLOW_DIAGONAL_MOVE)
directions = Move.validDirections;
else
directions = Move.validDirectionsNoDiag;
foreach (var direction in directions) // TEMP FIX! Need to get rid of the whole NO_DIRECTION SHTICK! It breaks transitivity!
{
this.direction = direction;
if (timedMovesToAgentIndex.ContainsKey(this))
{
if (ans == null)
ans = new List<int>(4);
ans.Add(timedMovesToAgentIndex[this]);
}
}
this.direction = saveDirection;
if (Constants.ALLOW_HEAD_ON_COLLISION == false)
{
this.setOppositeMove();
if (timedMovesToAgentIndex.ContainsKey(this)) // Check direction too now
{
if (ans == null)
ans = new List<int>(1);
ans.Add(timedMovesToAgentIndex[this]);
}
this.setOppositeMove();
}
if (ans != null)
return ans;
else
return TimedMove.emptyList;
}
private static readonly List<int> emptyList = new List<int>(0);
/// <summary>
/// Gets a dictionary mapping TimedMoves to the agents that already made them
/// and returns a list of agents this TimedMove collides with.
/// </summary>
/// <param name="CAT"></param>
/// <returns></returns>
public IReadOnlyList<int> GetColliding(ConflictAvoidanceTable CAT)
{
List<int> ans = null;
Move.Direction saveDirection = this.direction;
Direction[] directions;
if (Constants.ALLOW_DIAGONAL_MOVE)
directions = Move.validDirections;
else
directions = Move.validDirectionsNoDiag;
foreach (var direction in directions) // TEMP FIX! Need to get rid of the whole NO_DIRECTION SHTICK! It breaks transitivity!
{
this.direction = direction;
if (CAT.ContainsKey(this))
{
if (ans == null)
ans = new List<int>(CAT[this]);
else
ans.AddRange(CAT[this]);
}
}
this.direction = saveDirection;
if (Constants.ALLOW_HEAD_ON_COLLISION == false)
{
this.setOppositeMove();
if (CAT.ContainsKey(this)) // Check direction too now
{
if (ans == null)
ans = new List<int>(CAT[this]);
else
ans.AddRange(CAT[this]);
}
this.setOppositeMove();
}
if (ans != null)
return ans;
else
return TimedMove.emptyList;
}
public void IncrementConflictCounts(ConflictAvoidanceTable conflictAvoidance,
Dictionary<int, int> conflictCounts, Dictionary<int, List<int>> conflictTimes)
{
IReadOnlyList<int> colliding = this.GetColliding(conflictAvoidance);
foreach (int agentNum in colliding)
{
if (conflictCounts.ContainsKey(agentNum) == false)
conflictCounts[agentNum] = 1;
else
conflictCounts[agentNum] += 1;
if (conflictTimes.ContainsKey(agentNum) == false)
conflictTimes[agentNum] = new List<int>(4) { this.time };
else
conflictTimes[agentNum].Add(this.time);
}
}
}