A星算法C#实现

网上关于A星算法的介绍很多,就不重复了。

其实和迪杰斯特拉算法几乎一模一样,F=G+H, H是当前位置到终点的长度估计值,如果令H=0,就成了迪杰斯特拉算法。

下面是我的代码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace AStar
{
    class Vertex
    {
        public int x, y;//顶点的X,Y坐标
        public Vertex parent = null;//父节点(前驱节点),默认无父节点
        public int F, G, H; //F = G +H
        public Vertex( int x, int y)
        {
            this.x = x;
            this.y = y;
        }
        public Vertex()
        {

        }
    }

    class AstarTestClass
    {
        public int heuristicsCostEstimate(Vertex reachableV, Vertex goalV)
        {
            int disX = reachableV.x - goalV.x;
            int disY = reachableV.y - goalV.y;
            return Math.Abs(disX) + Math.Abs(disY);
        }

        public int getG(Vertex v)//当前点与父节点为上下左右的关系,距离为1(不考虑上左,上右,下左,下右)
        {
            return v.parent != null ? v.parent.G + 1 : 0;
        }
        //从openList中查找F值最小的顶点
        public Vertex getVexOfMinFFromOpenList(List<Vertex> openList)
        {
            int min = openList[0].F;
            Vertex vexOfMinF = openList[0];
            for (int i = 1; i < openList.Count(); ++i) {
                if (openList[i].F < min) {
                    min = openList[i].F;
                    vexOfMinF = openList[i];
                }
            }
            return vexOfMinF;
        }

        public bool isInList(int x, int y, List<Vertex> list)
        {
            foreach (Vertex v in list) {
                if (v.x == x && v.y == y) {
                    return true;
                }
            }
            return false;
        }


        public Vertex getVertexFromList(int x, int y, List<Vertex> list)
        {
            foreach (Vertex v in list) {
                if (v.x == x && v.y == y) {
                    return v;
                }
            }
            return new Vertex(0, 0);//上面一定有返回值
        }

        public List<Vertex> AStar(Vertex startVertex, Vertex endVertex, int[,] mapData)
        {
            List<Vertex> openList = new List<Vertex>();
            List<Vertex> closeList = new List<Vertex>();

            List<Vertex> vexs = new List<Vertex>();
            for( int i=0; i<1000; ++i) {
                Vertex vex = new Vertex();
                vexs.Add(vex);
            }

            int vexIndex = 0;
            int[,] direction = new int[4, 2] { { 0, 1 }, { 1, 0 }, { 0, -1 }, { -1, 0 } };

            //初始化closeList
            //closeList.Add(startVertex);

            //初始化openList,将起点添加进去
            openList.Add(startVertex);

            while (openList.Count() > 0) {//当openList不为空时


                //遍历openList,查找F值最小的顶点
                Vertex minVertex = getVexOfMinFFromOpenList(openList);

                if (minVertex.x == endVertex.x && minVertex.y == endVertex.y) {
                    endVertex.parent = minVertex.parent;
                    break;
                }

                //将F值最小的节点移入close表中,并将其作为当前要处理的节点
                openList.Remove(minVertex);
                closeList.Add(minVertex);

                //对当前要处理节点的可到达节点进行检查,
                for (int i = 0; i < 4; ++i) {
                    int nextX = minVertex.x + direction[i, 0];
                    int nextY = minVertex.y + direction[i, 1];

                    //下一个顶点没有越界
                    if (nextX >= 0 && nextX < mapData.GetLength(0) && nextY >= 0 && nextY < mapData.GetLength(1)) {
                        if (mapData[nextX, nextY] == 0 && !isInList(nextX, nextY, closeList)) {//不是障碍物并且不在close列表中
                            //判断是否在openList中
                            if (!isInList(nextX, nextY, openList)) {//不在openList中,则加入,并将当前处理节点作为它的父节点,并计算其F,G,H
                                Vertex vex = vexs[vexIndex];
                                vex.x = nextX;
                                vex.y = nextY;
                                vex.parent = minVertex;
                                vex.G = getG(vex);
                                vex.H = heuristicsCostEstimate(vex, endVertex);
                                vex.F = vex.G + vex.H;
                                openList.Add(vex);
                                vexIndex++;
                            } else {
                                //从openList中获取该节点
                                Vertex vex = getVertexFromList(nextX, nextY, openList);
                                if (minVertex.G + 1 < vex.G) {//如果从当前处理顶点到该顶点使得G更小
                                    vex.parent = minVertex;
                                    vex.G = minVertex.G + 1;
                                    vex.F = vex.G + vex.H;
                                }
                            }
                        }
                    }
                }
            }

            List<Vertex> theWay = new List<Vertex>();
            Vertex v = endVertex;
            while (v.parent != null) {
                theWay.Add(v);
                v = v.parent;
            }
            return theWay;
        }

      
    
    }

    class Program
    {
        
        static void Main(string[] args)
        {
            // mapData[2][3] = 0表示顶点(2, 3)不是障碍物
            int[ , ] mapData = {
                { 0,0,0,0,0 },
                { 0,1,0,0,0 },
                { 0,1,1,0,1 },
                { 0,0,0,0,0 },
                { 0,0,0,0,0 },
            };

            Console.WriteLine( "{0} {1 }",  mapData.Rank, mapData.GetLength(0) );

            Vertex start = new Vertex(0, 0);
            Vertex end = new Vertex(4, 4);
            start.F = start.G = start.H = 0;

            AstarTestClass aStarTest = new AstarTestClass();
            
            List<Vertex>  theWay = aStarTest.AStar( start, end, mapData);

            for (int i = theWay.Count() - 1; i >= 0; --i) {
                Console.Write("{0},{1} ->", theWay[i].x,theWay[i].y );
            }
        }
    }
}

起点是0,0.终点是4,4

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