Snake寻路算法异常
本文关键字:异常 算法 寻路 Snake | 更新日期: 2023-09-27 18:00:37
我目前正在尝试制作一个snake寻路算法。我试着做点什么,但出现了一个我觉得很难的问题。问题是,我是以递归的方式实现算法的,它不会找到一个路径,而是搜索所有可用的路径,这会导致堆栈溢出异常,因为控制台窗口很大。
"Grid"是一个与控制台一样大的二维布尔数组,如果控制台上有类似蛇的部分,则值为true
Direction 是一个具有Up、Down、Left和Right值的枚举。Position是一个包含两个称为X和Y的整数的结构。
ScheduledDirections 是一个包含方向的列表,这些方向将来将用于在控制台上绘制蛇
我想做的是快速添加一个可用路径到该列表中。我知道像A*这样的寻路算法,但我发现它太复杂,很难实现。
这是我用来寻找可用路径的方法:
private static void FindAvailablePath(Position currentPosition, Direction currentDirection)
{
// break if the snake's path search has ended or it went out of the console
if (currentPosition.X < 0 || currentPosition.X >= Console.WindowWidth ||
currentPosition.Y < 0 || currentPosition.Y >= Console.WindowHeight ||
AIController.isReady)
{
return;
}
// break if there is something that is blocking the snake's path
if (Snake.Grid[currentPosition.X, currentPosition.Y])
{
return;
}
// break if the snake has reached its destination
if (currentPosition.Equals(AIController.Destination))
{
AIController.isReady = true;
return;
}
// if the current path is available, adds it to the collection and checks for the next one
if (!Snake.Grid[currentPosition.X, currentPosition.Y])
{
AIController.scheduledDirections.Add(currentDirection);
FindAvailablePath(new Position(currentPosition.X + 1, currentPosition.Y), Direction.Right); // right
FindAvailablePath(new Position(currentPosition.X, currentPosition.Y - 1), Direction.Up); // up
FindAvailablePath(new Position(currentPosition.X - 1, currentPosition.Y), Direction.Left); // left
FindAvailablePath(new Position(currentPosition.X, currentPosition.Y + 1), Direction.Down); // down
}
}
如果有人有更好的想法,我会很高兴听到的。谢谢
你必须确保蛇不会回到它已经"访问"过的位置,否则你的代码将不得不探索无限多的可能性(在同一个四个正方形中绕一圈,一次,两次,三次,…,四十亿次,等等)。
这意味着你必须记录访问过的职位,并对照该列表进行检查。
这应该会奏效:
private static void FindAvailablePath(Position currentPosition, Stack<Position> previousPositions, Direction currentDirection, Stack<Drection> previousDirections)
{
// break if the snake's path search has ended or it went out of the console
if (currentPosition.X < 0 || currentPosition.X >= Console.WindowWidth ||
currentPosition.Y < 0 || currentPosition.Y >= Console.WindowHeight)
{
return;
}
// break if there is something that is blocking the snake's path
if (Snake.Grid[currentPosition.X, currentPosition.Y])
{
return;
}
// break if the snake has reached its destination
if (currentPosition.Equals(AIController.Destination))
{
if(AIController.scheduledDirections == null || AIController.scheduledDirections.Count > previousDirections.Count + 1)
{
AIController.scheduledDirections = previousDirections.ToList();
AIController.scheduledDirections.Add(currentDirection);
}
return;
}
// Break if previously visited
if(previousPositions.Contains(currentPosition))
{
return;
}
// if the current path is available, adds it to the collection and checks for the next one
previousPositions.Push(currentPosition);
previousDirections.Push(currentDirection);
FindAvailablePath(new Position(currentPosition.X + 1, currentPosition.Y), previousPositions, Direction.Right, previousDirections); // right
FindAvailablePath(new Position(currentPosition.X, currentPosition.Y - 1), previousPositions, Direction.Up, previousDirections); // up
FindAvailablePath(new Position(currentPosition.X - 1, currentPosition.Y), previousPositions, Direction.Left, previousDirections); // left
FindAvailablePath(new Position(currentPosition.X, currentPosition.Y + 1), previousPositions, Direction.Down, previousDirections); // down
previousPositions.Pop();
previousDirections.Pop();
}
此外,专业提示:在你的位置结构中添加一个"Left"、"Right"、"Top"、"Down"方法,这些方法会在正确的方向上返回一个新的位置。这使您的代码可读性更强。