using System; using System.Collections.Generic; namespace SpriteCompiler.AI { using System.Linq; public abstract class InformedNodeExpander : INodeExpander where T : HeuristicSearchNode where C : ICost, new() { public abstract T CreateNode(T parent, S state); public abstract T CreateNode(S state); public IEnumerable Expand(ISearchProblem problem, T node) { var successors = problem.Successors(node.State); // Debug #if VERBOSE_DEBUG Console.WriteLine(String.Format("There are {0} successors for {1}", successors.Count(), node)); Console.WriteLine(String.Format("This node has a current path cost of {0}", node.PathCost)); #endif foreach (var successor in successors) { var action = successor.Item1; var state = successor.Item2; var next = CreateNode(node, state); next.Action = action; next.StepCost = problem.StepCost(node.State, action, state); next.Heuristic = problem.Heuristic(state); #if VERBOSE_DEBUG System.Diagnostics.Trace.WriteLine(" Action = " + next.Action + ", g(n') = " + next.PathCost + ", h(n') = " + next.Heuristic); #endif yield return next; } } } }