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sketch.js
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sketch.js
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var cols = 9;
var rows = 13;
var grid = new Array(cols);
var w, h;
var start_tile;
var current_tile;
var number_paths = 0;
var hx = 4, hy = 10;
//function to recreate the grid and reset all the tiles
function resetGrid(){
for(var i = 0; i<cols; i++){ // creating tile objects
for(var j = 0; j<rows; j++){
grid[i][j] = new Tile(i, j);
}
}
for(var i = 0; i<cols; i++){ // creating tile neighbors
for(var j = 0; j<rows; j++){
grid[i][j].addNeighbors(grid);
}
}
for(var k = 0; k<w_coords.length; k++){ //update warehouses everytime in the beginning
grid[w_coords[k]["coords"][0]][w_coords[k]["coords"][1]].warehouse = true;
grid[w_coords[k]["coords"][0]][w_coords[k]["coords"][1]].id = w_coords[k]["id"];
}
for(var k = 0; k<obstacle_coords.length; k++){ //make the unaccessable tiles as obstacles
grid[obstacle_coords[k][0]][obstacle_coords[k][1]].obstacle = true;
}
}
var houses_left = [1, 2, 3, 4, 5];
//configuration to store the warehouse number for material 1 and material 2 that is required by the house at index number
var configuration = [
{m1: [7, 8], m2: [11, 12]},
{m1: [3, 4], m2: [5, 6]},
{m1: [9, 10], m2: [7, 8]},
{m1: [1, 2], m2: []},
{m1: [1, 2], m2: [9, 10]}
];
var obstacle_coords = [
[0, 0], [0, 1], [0, 12], [0, 11], [8, 0], [8, 1], [8, 12], [8, 11],
[2, 1], [3, 1], [5, 1], [6, 1], [3, 2], [5, 2], [0, 3], [2, 3],
[3, 3], [4, 3], [5, 3], [6, 3], [8, 3], [0, 5], [2, 5], [3, 5],
[4, 5], [5, 5], [6, 5], [8, 5], [3, 6], [4, 6], [5, 6], [0, 7],
[2, 7], [3, 7], [4, 7], [5, 7], [6, 7], [8, 7], [0, 9], [2, 9],
[3, 9], [4, 9], [5, 9], [6, 9], [8, 9], [3, 10], [5, 10], [2, 11],
[3, 11], [5, 11], [6, 11], [2, 6], [2, 2]
];
// location of warehouses
var w_coords = [
{id: 1, coords:[0, 10]},
{id: 2, coords:[2, 10]},
{id: 3, coords: [0, 6]},
//{id: 4, coords: [2, 6]},
{id: 5, coords: [0, 2]},
//{id: 6, coords: [2, 2]},
{id: 7, coords: [6, 10]},
{id: 8, coords: [8, 10]},
{id: 9, coords: [6, 6]},
{id: 10, coords: [8, 6]},
{id: 11, coords: [6, 2]},
{id: 12, coords: [8, 2]}
];
//location of houses
var house_coords = [
[0, 8], [8, 8], [0, 4], [8, 4], [4, 2]
];
//function to update the configuration after completing each delivery
function updateConfig(h_index, w_id){
if(configuration[h_index]["m1"].includes(w_id)){
configuration[h_index]["m1"] = [];
}
if(configuration[h_index]["m2"].includes(w_id)){
configuration[h_index]["m2"] = [];
}
}
//function to calculate heuristic
function heuristic(tile1, housex, housey){
var distance = dist(tile1.x, housex, tile1.y, housey);
return distance;
}
//funtion to remove element from a given array
function removeFromArray(elt, array){
for(var i = array.length-1; i>=0; i--){
if(array[i] == elt){
array.splice(i, 1);
}
}
}
function Tile(i, j) {
this.f = 0;
this.g = 0;
this.h = 0;
this.x = i;
this.y = j;
this.neighbors = [];
this.warehouse = false;
this.previous = undefined;
if(this.warehouse){
this.id = 0;
}
this.obstacle = false;
this.show = function(r, g, b){
fill(r, g, b);
if(this.obstacle){
fill(0);
}
if(this.warehouse){
fill(255, 255, 0);
}
rect(this.x * w, this.y * h, w, h);
}
this.addNeighbors = function(grid){
if (this.x < cols - 1) {
this.neighbors.push(grid[this.x + 1][this.y]);
}
if (this.x > 0) {
this.neighbors.push(grid[this.x - 1][this.y]);
}
if (this.y < rows - 1) {
this.neighbors.push(grid[this.x][this.y + 1]);
}
if (this.y > 0) {
this.neighbors.push(grid[this.x][this.y - 1]);
}
}
}
//find warehouses closest to given location
function closestWarehouse(a, b){
var distances = [];
for(var i = 0; i<w_coords.length; i++){
//distances[0][i] = i+1;
//distances[1][i] = dist(a, b, w_coords[i][0], w_coords[i][1]);
distances.push({
distance: dist(a, b, w_coords[i]["coords"][0], w_coords[i]["coords"][1]),
id: w_coords[i]["id"]
});
}
distances.sort(function(x, y){
return x.distance-y.distance
})
return [distances[0], distances[1]];
}
//take warehouse number and return the coords of house that require materials from that warehouse
function findRequirements(id1, id2){
var destinations = [];
for(var i = 0; i<configuration.length; i++){
for(var j = 0; j<2; j++){
if(configuration[i]["m1"][j] == id1){
destinations.push({
house: i+1,
warehouse: id1
});
}
if(configuration[i]["m2"][j] == id1){
destinations.push({
house: i+1,
warehouse: id1
});
}
if(configuration[i]["m1"][j] == id2){
destinations.push({
house: i+1,
warehouse: id2
});
}
if(configuration[i]["m2"][j] == id2){
destinations.push({
house: i+1,
warehouse: id2
});
}
}
}
return destinations;
}
//funtion to apply A* and find optimal path to closest warehouse
function findPath_warehouse(w_number, current_house){
var openSet = [];
var closedSet = [];
var path = [];
var f1 = 0;
var wx, wy;
//path from current position to closest warehouse
openSet.push(current_house);
while(openSet.length != 0){
var lowestf = 0;
for(var i = 0; i<openSet.length; i++){
if(openSet[i].f < openSet[lowestf].f){
lowestf = i;
}
}
var current = openSet[lowestf];
for(var i = 0; i<w_coords.length; i++){
if(w_coords[i]["id"] == w_number){
wx = w_coords[i]["coords"][0];
wy = w_coords[i]["coords"][1];
}
}
if(current.x == wx && current.y == wy){
var temp = current;
path.push(current);
while(temp.previous){
path.push(temp.previous);
temp = temp.previous;
}
break;
}
removeFromArray(current, openSet);
closedSet.push(current);
var neighbors = current.neighbors;
for(var i = 0; i<neighbors.length; i++){
if(!closedSet.includes(neighbors[i]) && !neighbors[i].obstacle){
var tempG = current.g + 1;
if(openSet.includes(neighbors[i])){
if(tempG < neighbors[i].g){
neighbors[i].g = tempG;
}
}else{
neighbors[i].g = tempG;
openSet.push(neighbors[i]);
}
neighbors[i].h = heuristic(neighbors[i], wx, wy);
neighbors[i].f = neighbors[i].g + neighbors[i].h;
neighbors[i].previous = current;
}
}
}
for(var i = 0; i<path.length; i++){
f1 = path[i].f + f1; //get total f of going from current position to closest warehouse
}
return [f1, path];
}
//apply A* algorithm to find the most optimal path from closest warehouse to respective house
function findPath_house(h_number, current_warehouse){
var openSet = [];
var closedSet = [];
var path = [];
var total_f = 0;
//path from current warehouse to respective house
openSet.push(current_warehouse);
while(openSet.length != 0){
var lowestf = 0;
for(var i = 0; i<openSet.length; i++){
if(openSet[i].f < openSet[lowestf].f){
lowestf = i;
}
}
var current = openSet[lowestf];
if(current.x == house_coords[h_number-1][0] && current.y == house_coords[h_number-1][1]){
var temp = current;
path.push(current);
while(temp.previous){
path.push(temp.previous);
temp = temp.previous;
}
break;
}
removeFromArray(current, openSet);
closedSet.push(current);
var neighbors = current.neighbors;
for(var i = 0; i<neighbors.length; i++){
if(!closedSet.includes(neighbors[i]) && !neighbors[i].obstacle){
var tempG = current.g + 1;
if(openSet.includes(neighbors[i])){
if(tempG < neighbors[i].g){
neighbors[i].g = tempG;
}
}else{
neighbors[i].g = tempG;
openSet.push(neighbors[i]);
}
neighbors[i].h = heuristic(neighbors[i], house_coords[h_number-1][0], house_coords[h_number-1][1]);
neighbors[i].f = neighbors[i].g + neighbors[i].h;
neighbors[i].previous = current;
}
}
}
for(var i = 0; i<path.length; i++){
total_f = path[i].f + total_f; //get total f of going from current warehouse to respective house
}
return [total_f, path];
}
function setup() {
createCanvas(400, 400);
background(0);
w = width/cols;
h = height/rows;
for(var i = 0; i<cols; i++){ //creating the array
grid[i] = new Array(rows);
}
resetGrid();
start_tile = grid[4][10];
current_tile = start_tile;
}
function draw() {
console.log(""); console.log("");
resetGrid();
current_tile = grid[hx][hy];
for(var i = 0; i<cols; i++){ //show the arena
for(var j = 0; j<rows; j++){
grid[i][j].show(255, 255, 255);
}
}
start_tile.show(0, 255, 0);
current_tile.show(255, 0, 0);
if(houses_left.length>0){
var route_f = [];
var nearest_warehouses = closestWarehouse(current_tile.x, current_tile.y);
console.log("Current Tile:", current_tile);
console.log("Distances to the Nearest Warehouses:", nearest_warehouses);
var possible_routes = findRequirements(nearest_warehouses[0]["id"], nearest_warehouses[1]["id"]);
console.log("Nearest Warehouse with respective Houses:", possible_routes);
for(var i = 0; i<possible_routes.length; i++){
w_id = possible_routes[i]["warehouse"];
h_id = possible_routes[i]["house"];
var arr1 = findPath_warehouse(w_id, current_tile);
resetGrid();
var current_warehouse = grid[arr1[1][0].x][arr1[1][0].y];
var arr2 = findPath_house(h_id, current_warehouse);
var total_f = arr1[0] + arr2[0];
var arr3 = concat(arr1[1], arr2[1]);
route_f.push({f_value: total_f, path: arr3, warehouse: w_id, house: h_id});
}
var lowestf = 0;
for(var i = 0; i<route_f.length; i++){
if(route_f[i] < route_f[lowestf]){
lowestf = i;
}
}
//print out the calculated route details
console.log("Possible Routes that can be taken from current tile:", route_f);
console.log("The Smallest possible Path:", route_f[lowestf]);
//remove the warehouse which has been visited and add its coordinates to obstacle_coords
var removeIndex = w_coords.map(function(item){return item.id;}).indexOf(route_f[lowestf]["warehouse"]);
obstacle_coords.push([w_coords[removeIndex]["coords"][0], w_coords[removeIndex]["coords"][1]]);
w_coords.splice(removeIndex, 1);
//change the location of current tile to the current house location
hx = house_coords[route_f[lowestf]["house"]-1][0];
hy = house_coords[route_f[lowestf]["house"]-1][1];
//update the configuration after this delivery
updateConfig(route_f[lowestf]["house"]-1, route_f[lowestf]["warehouse"]);
//remove the completed house from houses_left array
for(var i = 0; i<configuration.length; i++){
if(configuration[i]["m1"].length == 0 && configuration[i]["m2"].length == 0){
removeFromArray(i+1, houses_left);
}
}
//print out the details of the delivery
console.log("Going from:", current_tile.x, ",", current_tile.y);
console.log("Going to Warehouse No.:", route_f[lowestf]["warehouse"]);
console.log("Going to House No.:", route_f[lowestf]["house"]);
console.log("Updated Configuration:", configuration);
console.log("House No. of houses left Unfullfilled:", houses_left);
number_paths = number_paths + 1;
}else{
console.log("COMPLETED ALL SCHEDULED DELIVERIES!!");
console.log("Total paths taken for Completing the Task:", number_paths);
noLoop();
}
}