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unit Problems;
{$mode ObjFPC}{$H+}
interface
uses
Classes, SysUtils, States;
function GetNeighbours(AState: TState): TStates;
function Search(InitialState: TState): TStates;
{ Можно ли передвинуть камень в указанном направлении. }
function CanPush(Element, Delta: TPosition; Walls, Boulders: TPositions): Boolean;
function IsGoal(ANode: TNode): Boolean;
function AtSomePosition(Needle: TPosition; Heap: TPositions): Boolean;
{ Дистанция между двумя позициями не учитывая стен. }
function ManhattanDistance(A, B: TPosition): Integer;
function CalculateHeuristic(AState: TState): Integer;
function ReconstructPath(CameFrom: TNode): TStates;
implementation
function GetNeighbours(AState: TState): TStates;
const
{ Вниз, вверх, вправо, влево. }
Moves: array[1..4] of TPosition = (
(X: 0; Y: 1),
(X: 0; Y: -1),
(X: 1; Y: 0),
(X: -1; Y: 0)
);
var
NewState: TState;
NewPosition, Move, Boulder: TPosition;
begin
Result := TStates.Create;
for Move in Moves do
begin
NewPosition.X := AState.Agent.X + Move.X;
NewPosition.Y := AState.Agent.Y + Move.Y;
if IsFree(NewPosition, AState.Walls) then
begin
NewState := TState.Create(AState, NewPosition);
{ Если можно передвинуть камень, добавляем новую позицию камня.
Иначе, оставляем камень на месте. }
for Boulder in AState.Boulders do
if Boulder = NewPosition then
if CanPush(Boulder, Move, AState.Walls, AState.Boulders) then
NewState.AddBoulder(Boulder.X + Move.X, Boulder.Y + Move.Y)
else
begin
FreeAndNil(NewState);
break
end
else
NewState.AddBoulder(Boulder.X, Boulder.Y);
if NewState <> nil then
begin
SetLength(Result, Length(Result) + 1);
Result[High(Result)] := NewState
end
end
end
end;
function CanPush(Element, Delta: TPosition; Walls, Boulders: TPositions): Boolean;
var
NewPosition: TPosition;
begin
NewPosition.X := Element.X + Delta.X;
NewPosition.Y := Element.Y + Delta.Y;
Result := IsFree(NewPosition, Walls) and IsFree(NewPosition, Boulders)
end;
function IsGoal(ANode: TNode): Boolean;
var
CurrentPlace: TPosition;
begin
Result := true;
for CurrentPlace in ANode.State.Places do
begin
Result := AtSomePosition(CurrentPlace, ANode.State.Boulders);
if not Result then
Exit
end
end;
function Search(InitialState: TState): TStates;
var
Frontier: TPriorityQueue;
Heuristics, i: Integer;
NextState, CurrentState: TState;
NextNode, CurrentNode: TNode;
Neighbours: TStates;
Visited: TStates;
begin
Visited := TStates.Create;
Result := TStates.Create;
Frontier := TPriorityQueue.Create;
try
Heuristics := CalculateHeuristic(initialState);
{ Создаем начало графа. }
NextState := TState.Create(InitialState);
NextNode := TNode.Create(NextState, nil, 0, Heuristics);
Frontier.Add(NextNode);
while not Frontier.IsEmpty do
begin
Heuristics := Frontier.Count;
CurrentNode := Frontier.Poll;
SetLength(Visited, Length(Visited) + 1);
Visited[High(Visited)] := CurrentNode.State;
if IsGoal(CurrentNode) then
begin
Result := ReconstructPath(CurrentNode);
Exit
end;
Neighbours := GetNeighbours(CurrentNode.State);
for i := 0 to High(Neighbours) do
begin
NextState := Neighbours[i];
for CurrentState in Visited do
if CurrentState.Compare(NextState) then
begin
FreeAndNil(NextState);
break
end;
if NextState <> nil then
begin
Heuristics := CalculateHeuristic(NextState);
NextNode := TNode.Create(NextState, CurrentNode, CurrentNode.Cost + 1, Heuristics);
Frontier.Add(NextNode)
end
end
end
finally
FreeAndNil(Frontier)
end;
end;
function AtSomePosition(Needle: TPosition; Heap: TPositions): Boolean;
var
CurrentPosition: TPosition;
begin
Result := false;
for CurrentPosition in Heap do
if CurrentPosition = Needle then
begin
Result := true;
Exit
end
end;
function ManhattanDistance(A, B: TPosition): Integer;
begin
Result := Abs(A.X - B.X) + Abs(A.Y - B.Y)
end;
function CalculateHeuristic(AState: TState): Integer;
var
CurrentPlace, CurrentBoulder: TPosition;
Distance, MinimalDistance: Integer;
begin
Result := 0;
for CurrentBoulder in AState.Boulders do
begin
MinimalDistance := Integer.MaxValue;
for CurrentPlace in AState.Places do
begin
Distance := ManhattanDistance(CurrentBoulder, CurrentPlace);
if (not AtSomePosition(CurrentPlace, AState.Boulders)) and (Distance < MinimalDistance) then
MinimalDistance := Distance
end;
Inc(Result, MinimalDistance)
end
end;
function ReconstructPath(CameFrom: TNode): TStates;
var
Temporary: TState;
CurrentLength, CurrentSegment: Integer;
begin
Result := TStates.Create;
CurrentLength := 0;
while CameFrom <> nil do
begin
SetLength(Result, CurrentLength + 1);
Result[CurrentLength] := TState.Create(CameFrom.State);
CameFrom := CameFrom.Node;
Inc(CurrentLength)
end;
Dec(CurrentLength);
CurrentSegment := 0;
while CurrentSegment < CurrentLength do
begin
Temporary := Result[CurrentSegment];
Result[CurrentSegment] := Result[CurrentLength];
Result[CurrentLength] := Temporary;
Dec(CurrentLength);
Inc(CurrentSegment)
end
end;
end.
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