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/*
* TDDD86 Trailblazer
* This file contains functions for computing the costs of navigating the
* terrain and maze worlds, as well as heuristics for predicting costs.
* See costs.h for declarations of each function and related constants.
*
* Please do not modify this provided file. Your turned-in files should work
* with an unmodified version of all provided code files.
*
* Author: Marty Stepp, Keith Schwarz, et al
* Slight modifications by Tommy Farnqvist
*/
#include "costs.h"
#include <cmath>
#include <limits>
using namespace std;
/*
* The cost of moving from one location to another in the world is computed as
*
* distance(loc1, loc2) * k * |Delta h|
*
* This means that the cost of moving from one point to another depends on two
* factors: the change in elevation and the absolute distance between those
* points. Moving in a cardinal direction has base cost 1, while moving
* diagonally has base cost sqrt(2).
*
* The secondary cost associated with moving in the terrain is based on the
* change in the height between the two points. This implementation makes the
* cost linear in the difference in height.
*/
double terrainCost(TBLoc from, TBLoc to, const Grid<double>& world) {
// The cost of moving from a location to itself is 0.
if (from == to) return 0.0;
// Confirm that the locations are adjacent to one another.
int drow = abs(to.row - from.row);
int dcol = abs(to.col - from.col);
if (drow > 1 || dcol > 1) {
error("Non-adjacent locations passed into cost function.");
}
// Determine the absolute distance between the points.
double distance = sqrt(double(drow * drow + dcol * dcol));
double dheight = fabs(world.get(to.row, to.col) - world.get(from.row, from.col));
return distance + kAltitudePenalty * dheight;
}
/*
* Our terrain heuristic simply returns the straight-line distance between
* the two points, plus the height differential scaled appropriately.
*/
double terrainHeuristic(TBLoc from, TBLoc to, const Grid<double>& world) {
int drow = to.row - from.row;
int dcol = to.col - from.col;
double dheight = fabs(world.get(to.row, to.col) - world.get(from.row, from.col));
return sqrt((double) (drow * drow + dcol * dcol)) + kAltitudePenalty * dheight;
}
/*
* The cost of moving in a maze is 1.0 when moving in cardinal directions from
* floors to floors and is infinite otherwise. This prevents any motion across
* walls or diagonally.
*/
double mazeCost(TBLoc from, TBLoc to, const Grid<double>& world) {
// The cost of moving from a location to itself is 0.
if (from == to) return 0.0;
// Confirm that the locations are adjacent to one another.
int drow = abs(to.row - from.row);
int dcol = abs(to.col - from.col);
if (drow > 1 || dcol > 1) {
error("Non-adjacent locations passed into cost function.");
}
// Moving diagonally costs infinitely much.
if (drow == 1 && dcol == 1) {
// return numeric_limits<double>::infinity();
return POSITIVE_INFINITY;
}
// See if we're moving to or from a wall.
if (world.get(from.row, from.col) == kMazeWall
|| world.get(to.row, to.col) == kMazeWall) {
// return numeric_limits<double>::infinity();
return POSITIVE_INFINITY;
}
return 1.0;
}
/*
* The maze heuristic is the rectangular "Manhattan" distance for moving around
* in a grid world.
*/
double mazeHeuristic(TBLoc from, TBLoc to, const Grid<double>& /*world*/) {
return abs(from.row - to.row) + abs(from.col - to.col);
}
/*
* The zero heuristic, unsurprisingly, returns zero and ignores its
* arguments.
*/
double zeroHeuristic(TBLoc, TBLoc, const Grid<double>&) {
return 0.0;
}
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