Evaluator.cs :  » Game » SokoSolve-Sokoban » SokoSolve » Common » Structures » Evaluation » C# / CSharp Open Source

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C# / CSharp Open Source » Game » SokoSolve Sokoban 
SokoSolve Sokoban » SokoSolve » Common » Structures » Evaluation » Evaluator.cs
using System;
using System.Collections.Generic;
using System.Text;

namespace SokoSolve.Common.Structures.Evaluation{
    /// <summary>
    /// Simple Evaluation implementation.
    /// Itterates through all nodes, storing all solutions
    /// </summary>
    /// <typeparam name="T"></typeparam>
  public class Evaluator<T> : IDisposable, IEvaluator<T> where T : IEvaluationNode
  {
        /// <summary>
        /// Constructor
        /// </summary>
        public Evaluator(bool StopOnSolution)
        {
            stopOnSolution = StopOnSolution;
            solutions = new List<INode<T>>();
        }

        /// <summary>
        /// Default Constructor
        /// </summary>
        public Evaluator() : this(false)
        {
            
        }

        /// <summary>
        /// Evaluate using a strategy
        /// </summary>
        /// <param name="evalStrategy"></param>
        /// <returns></returns>
    public virtual EvalStatus Evaluate(IEvaluationStrategy<T> evalStrategy)
    {
            // Initialise
            strategy = evalStrategy;
            strategy.Init();

      bool complete = false;
      while (!complete)
      {
          EvalStatus nextStatus;
        INode<T> current = strategy.GetNext(out nextStatus);
                if (current == null) return nextStatus;

                // Try to Evaluated first
        if (!current.Data.IsStateEvaluated)
        {
                    // Evaluate
          complete = (strategy.EvaluateState(current) == EvalStatus.CompleteSolution);

                    // Check Solution
                    if (complete || strategy.IsSolution(current))
                    {                        
                        solutions.Add(current);
                        if (stopOnSolution) return EvalStatus.CompleteSolution;
                    }
        }
        else if (!current.Data.IsChildrenEvaluated)
        {
                    // Eval all children
          strategy.EvaluateChildren(current);
        }
                else
        {
            // Warning, why is this in the eval list if it is fully evaluated?
                    throw new InvalidOperationException("This node has already been processed");
        }
      }
            if (solutions.Count > 0) return EvalStatus.CompleteSolution;
      return EvalStatus.CompleteNoSolution;
    }

        /// <summary>
        /// Has a solution been found
        /// </summary>
      public bool HasSolution
      {
            get { return solutions != null && solutions.Count > 0;  }
      }

        /// <summary>
        /// List of all solutions found
        /// </summary>
      public List<INode<T>> Solutions
      {
          get { return solutions; }
      }

        /// <summary>
        /// Should the evaluator break/exit when a solution is found
        /// </summary>
      public bool StopOnSolution
      {
          get { return stopOnSolution; }
          set { stopOnSolution = value; }
      }

        /// <summary>
        /// Strategy used
        /// </summary>
        public IEvaluationStrategy<T> Strategy
        {
            get { return strategy; }
        }

        /// <summary>
        /// Simple debug-helper string override
        /// </summary>
        /// <returns></returns>
        public override string ToString()
        {
            return string.Format("Evaluting. Solutions:{0} {1}", solutions.Count, strategy);
        }

        public void Dispose()
        {
            solutions.Clear();
            solutions = null;
            strategy = null;
        }

        private bool stopOnSolution;
        private List<INode<T>> solutions;
        private IEvaluationStrategy<T> strategy;
  }

}
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