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// A unit test suite
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include "stlastar.h"
#define DOCTEST_CONFIG_IMPLEMENT_WITH_MAIN
#include "doctest.h"
using std::cout;
using std::hash;
const int MAP_WIDTH = 20;
const int MAP_HEIGHT = 20;
int world_map[MAP_WIDTH * MAP_HEIGHT] = {
// 0001020304050607080910111213141516171819
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 00
1, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 1, // 01
1, 9, 9, 1, 1, 9, 9, 9, 1, 9, 1, 9, 1, 9, 1, 9, 9, 9, 1, 1, // 02
1, 9, 9, 1, 1, 9, 9, 9, 1, 9, 1, 9, 1, 9, 1, 9, 9, 9, 1, 1, // 03
1, 9, 1, 9, 1, 9, 9, 9, 1, 9, 1, 9, 1, 1, 1, 1, 9, 9, 1, 1, // 04
1, 9, 1, 1, 9, 1, 1, 1, 1, 9, 1, 1, 1, 1, 9, 1, 1, 1, 1, 1, // 05
1, 9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 9, 9, 9, 9, 1, 1, 1, 1, 1, // 06
1, 9, 9, 9, 9, 9, 9, 9, 9, 1, 1, 1, 9, 9, 9, 9, 9, 9, 9, 1, // 07
1, 9, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9, 1, 1, 1, 1, 1, 1, 1, 1, // 08
1, 9, 1, 9, 9, 9, 9, 9, 9, 9, 1, 1, 9, 9, 9, 9, 9, 9, 9, 1, // 09
1, 9, 1, 1, 1, 1, 9, 1, 1, 9, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 10
1, 9, 9, 9, 9, 9, 1, 9, 1, 9, 1, 9, 9, 9, 9, 9, 1, 1, 1, 1, // 11
1, 9, 1, 9, 1, 9, 9, 9, 1, 9, 1, 9, 1, 9, 1, 9, 9, 9, 1, 1, // 12
1, 9, 1, 9, 1, 9, 9, 9, 1, 9, 1, 9, 1, 9, 1, 9, 9, 9, 1, 1, // 13
1, 9, 1, 1, 1, 1, 9, 9, 1, 9, 1, 9, 1, 1, 1, 1, 9, 9, 1, 1, // 14
1, 9, 1, 1, 9, 1, 1, 1, 1, 9, 1, 1, 1, 1, 9, 1, 1, 1, 1, 1, // 15
1, 9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 9, 9, 9, 9, 1, 1, 1, 1, 1, // 16
1, 1, 9, 9, 9, 9, 9, 9, 9, 1, 1, 1, 9, 9, 9, 1, 9, 9, 9, 9, // 17
1, 9, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9, 1, 1, 1, 1, 1, 1, 1, 1, // 18
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 19
};
// map helper functions
int GetMap(int x, int y) {
if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) {
return 9;
}
return world_map[(y * MAP_WIDTH) + x];
}
// Definitions
class MapSearchNode {
public:
int x; // the (x,y) positions of the node
int y;
MapSearchNode() {
x = y = 0;
}
MapSearchNode(int px, int py) {
x = px;
y = py;
}
float GoalDistanceEstimate(MapSearchNode& nodeGoal);
bool IsGoal(MapSearchNode& nodeGoal);
bool GetSuccessors(AStarSearch<MapSearchNode>* astarsearch, MapSearchNode* parent_node);
float GetCost(MapSearchNode& successor);
bool IsSameState(MapSearchNode& rhs);
size_t Hash();
void PrintNodeInfo();
};
bool MapSearchNode::IsSameState(MapSearchNode& rhs) {
// same state in a maze search is simply when (x,y) are the same
if ((x == rhs.x) && (y == rhs.y)) {
return true;
} else {
return false;
}
}
void MapSearchNode::PrintNodeInfo() {
const int strSize = 100;
char str[strSize];
snprintf(str, strSize, "Node position : (%d,%d)\n", x, y);
cout << str;
}
// Here's the heuristic function that estimates the distance from a Node
// to the Goal.
float MapSearchNode::GoalDistanceEstimate(MapSearchNode& nodeGoal) {
return abs(x - nodeGoal.x) + abs(y - nodeGoal.y);
}
bool MapSearchNode::IsGoal(MapSearchNode& nodeGoal) {
if ((x == nodeGoal.x) && (y == nodeGoal.y)) {
return true;
}
return false;
}
// This generates the successors to the given Node. It uses a helper function called
// AddSuccessor to give the successors to the AStar class. The A* specific initialisation
// is done for each node internally, so here you just set the state information that
// is specific to the application
bool MapSearchNode::GetSuccessors(
AStarSearch<MapSearchNode>* astarsearch, MapSearchNode* parent_node) {
int parent_x = -1;
int parent_y = -1;
if (parent_node) {
parent_x = parent_node->x;
parent_y = parent_node->y;
}
MapSearchNode NewNode;
// push each possible move except allowing the search to go backwards
if ((GetMap(x - 1, y) < 9) && !((parent_x == x - 1) && (parent_y == y))) {
NewNode = MapSearchNode(x - 1, y);
astarsearch->AddSuccessor(NewNode);
}
if ((GetMap(x, y - 1) < 9) && !((parent_x == x) && (parent_y == y - 1))) {
NewNode = MapSearchNode(x, y - 1);
astarsearch->AddSuccessor(NewNode);
}
if ((GetMap(x + 1, y) < 9) && !((parent_x == x + 1) && (parent_y == y))) {
NewNode = MapSearchNode(x + 1, y);
astarsearch->AddSuccessor(NewNode);
}
if ((GetMap(x, y + 1) < 9) && !((parent_x == x) && (parent_y == y + 1))) {
NewNode = MapSearchNode(x, y + 1);
astarsearch->AddSuccessor(NewNode);
}
return true;
}
// given this node, what does it cost to move to successor. In the case
// of our map the answer is the map terrain value at this node since that is
// conceptually where we're moving
float MapSearchNode::GetCost(MapSearchNode& successor) {
return (float)GetMap(x, y);
}
size_t MapSearchNode::Hash() {
size_t h1 = hash<float>{}(x);
size_t h2 = hash<float>{}(y);
return h1 ^ (h2 << 1);
}
TEST_CASE("Map Search") {
AStarSearch<MapSearchNode> astarsearch;
unsigned int SearchCount = 0;
const unsigned int NumSearches = 1;
while (SearchCount < NumSearches) {
// Create a start state
MapSearchNode nodeStart;
nodeStart.x = 0;
nodeStart.y = 0;
// Define the goal state
MapSearchNode nodeEnd;
nodeEnd.x = 3;
nodeEnd.y = 3;
// Set Start and goal states
astarsearch.SetStartAndGoalStates(nodeStart, nodeEnd);
unsigned int SearchState;
unsigned int SearchSteps = 0;
do {
SearchState = astarsearch.SearchStep();
SearchSteps++;
} while (SearchState == AStarSearch<MapSearchNode>::SEARCH_STATE_SEARCHING);
if (SearchState == AStarSearch<MapSearchNode>::SEARCH_STATE_SUCCEEDED) {
MapSearchNode* node = astarsearch.GetSolutionStart();
for (;;) {
node = astarsearch.GetSolutionNext();
if (!node) {
break;
}
};
// Once you're done with the solution you can free the nodes up
astarsearch.FreeSolutionNodes();
}
SearchCount++;
astarsearch.EnsureMemoryFreed();
CHECK(SearchSteps == 227);
}
}