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ShortestPathAlgorithmUsingBFSQueue.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Diagnostics;
namespace AndrewTweddle.Tron.Core.Algorithms
{
public class ShortestPathAlgorithmUsingBFSQueue: BaseVoronoiAlgorithm
{
protected override void CalculateDistancesFromAPlayer(GameState gameState, PlayerType player, HashSet<CellState> reachableCells)
{
int nextDistance = 0;
int numberOfCellsReachable = 0;
int totalDegreesOfCellsReachable = 0;
Queue<CellState> cellsToExpand = new Queue<CellState>(120); // = 4 * 30; to prevent resizing later on
DijkstraStatus dijkstraStatus = DijkstraStatus.NotCalculated;
bool isPartiallyCalculated = false;
int upToDateDijkstraDistance = 0;
CellState playersCell;
CompartmentStatus compartmentStatus;
GetDistanceDelegate getDistance = null;
SetDistanceDelegate setDistance = null;
switch (player)
{
case PlayerType.You:
compartmentStatus = CompartmentStatus.InYourCompartment;
getDistance = GetDistanceFromYou;
setDistance = SetDistanceFromYou;
dijkstraStatus = gameState.YourDijkstraStatus;
upToDateDijkstraDistance = gameState.YourUpToDateDijkstraDistance;
playersCell = gameState.YourCell;
break;
case PlayerType.Opponent:
compartmentStatus = CompartmentStatus.InOpponentsCompartment;
getDistance = GetDistanceFromOpponent;
setDistance = SetDistanceFromOpponent;
dijkstraStatus = gameState.OpponentsDijkstraStatus;
upToDateDijkstraDistance = gameState.OpponentsUpToDateDijkstraDistance;
playersCell = gameState.OpponentsCell;
break;
default:
throw new ApplicationException("The player must be specified when calculating distances");
}
if (dijkstraStatus != DijkstraStatus.FullyCalculated)
{
if (player == PlayerType.You)
{
gameState.OpponentIsInSameCompartment = false;
}
isPartiallyCalculated = (dijkstraStatus == DijkstraStatus.PartiallyCalculated && upToDateDijkstraDistance > 0);
if (isPartiallyCalculated)
{
nextDistance = upToDateDijkstraDistance;
foreach (CellState cellState in gameState.GetAllCellStates())
{
int distance = getDistance(cellState);
if ((cellState.OccupationStatus == OccupationStatus.Clear)
&& (cellState.CompartmentStatus == compartmentStatus || cellState.CompartmentStatus == CompartmentStatus.InSharedCompartment)
&& (distance <= upToDateDijkstraDistance))
{
if (reachableCells != null)
{
reachableCells.Add(cellState);
}
numberOfCellsReachable++;
totalDegreesOfCellsReachable += cellState.DegreeOfVertex;
if (distance == upToDateDijkstraDistance)
{
cellsToExpand.Enqueue(cellState);
}
}
else
{
cellState.ClearDijkstraStateForPlayer(player);
}
}
}
else
{
gameState.ClearDijkstraPropertiesForPlayer(player);
cellsToExpand.Enqueue(playersCell);
}
while (cellsToExpand.Count > 0)
{
CellState sourceCell = cellsToExpand.Dequeue();
nextDistance = getDistance(sourceCell) + 1;
CellState[] adjacentCells = sourceCell.GetAdjacentCellStates();
foreach (CellState adjacentCell in adjacentCells)
{
switch (adjacentCell.OccupationStatus)
{
case OccupationStatus.Opponent:
if (player == PlayerType.You)
{
gameState.OpponentIsInSameCompartment = true;
}
break;
case OccupationStatus.Clear:
adjacentCell.CompartmentStatus |= compartmentStatus;
int existingDistance = getDistance(adjacentCell);
if (nextDistance < existingDistance)
{
setDistance(adjacentCell, nextDistance);
// HashSets automatically filter out duplicates, so no need to check:
cellsToExpand.Enqueue(adjacentCell);
if (reachableCells != null)
{
reachableCells.Add(adjacentCell);
}
}
break;
}
}
numberOfCellsReachable++;
totalDegreesOfCellsReachable += sourceCell.DegreeOfVertex;
}
switch (player)
{
case PlayerType.You:
gameState.NumberOfCellsReachableByYou = numberOfCellsReachable;
gameState.TotalDegreesOfCellsReachableByYou = totalDegreesOfCellsReachable;
break;
case PlayerType.Opponent:
gameState.NumberOfCellsReachableByOpponent = numberOfCellsReachable;
gameState.TotalDegreesOfCellsReachableByOpponent = totalDegreesOfCellsReachable;
break;
}
switch (player)
{
case PlayerType.You:
gameState.YourDijkstraStatus = DijkstraStatus.FullyCalculated;
gameState.YourUpToDateDijkstraDistance = int.MaxValue;
break;
case PlayerType.Opponent:
gameState.OpponentsDijkstraStatus = DijkstraStatus.FullyCalculated;
gameState.OpponentsUpToDateDijkstraDistance = int.MaxValue;
break;
}
}
else
{
// Fix ClosestPlayer:
foreach (CellState cellState in gameState.GetAllCellStates())
{
if (cellState.ClosestPlayer == PlayerType.Unknown)
{
switch (cellState.CompartmentStatus)
{
case CompartmentStatus.InYourCompartment:
cellState.ClosestPlayer = PlayerType.You;
break;
case CompartmentStatus.InOpponentsCompartment:
cellState.ClosestPlayer = PlayerType.Opponent;
break;
case CompartmentStatus.InSharedCompartment:
if (cellState.DistanceFromYou > cellState.DistanceFromOpponent)
{
cellState.ClosestPlayer = PlayerType.You;
}
else
if (cellState.DistanceFromOpponent > cellState.DistanceFromYou)
{
cellState.ClosestPlayer = PlayerType.Opponent;
}
else
{
cellState.ClosestPlayer = gameState.PlayerToMoveNext;
}
break;
}
}
}
gameState.YourCell.ClosestPlayer = PlayerType.You;
gameState.OpponentsCell.ClosestPlayer = PlayerType.Opponent;
}
}
private delegate int GetDistanceDelegate(CellState cellState);
private delegate void SetDistanceDelegate(CellState cellState, int distance);
private static int GetDistanceFromYou(CellState cellState)
{
return cellState.DistanceFromYou;
}
private static int GetDistanceFromOpponent(CellState cellState)
{
return cellState.DistanceFromOpponent;
}
private static void SetDistanceFromYou(CellState cellState, int distance)
{
cellState.DistanceFromYou = distance;
}
private static void SetDistanceFromOpponent(CellState cellState, int distance)
{
cellState.DistanceFromOpponent = distance;
}
}
}