Beispiel #1
0
 static bool CheckInvalid(GridNode gridNode)
 {
     return(gridNode.IsNull() || GridClosedSet.Contains(gridNode) || gridNode.Unpassable());
 }
Beispiel #2
0
 static bool CheckNeighborInvalid()
 {
     return(neighbor.IsNull() || GridClosedSet.Contains(neighbor) || neighbor.Unpassable());
 }
Beispiel #3
0
        /// <summary>
        /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed.
        /// </summary>
        /// <returns>
        /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found.
        /// </returns>
        /// <param name="startNode">Start node.</param>
        /// <param name="endNode">End node.</param>
        /// <param name="outputPath">Return path.</param>
        public static bool FindRawPath(GridNode _startNode, GridNode _endNode, FastList <GridNode> _outputPath, int _unitSize = 1)
        {
            startNode  = _startNode;
            endNode    = _endNode;
            outputPath = _outputPath;
            unitSize   = _unitSize;

            #region Broadphase and Preperation
            if (endNode.Unwalkable)
            {
                return(false);
            }

            if (startNode.Unwalkable)
            {
                return(false);
            }

            outputPath.FastClear();

            if (System.Object.ReferenceEquals(startNode, endNode))
            {
                outputPath.Add(endNode);
                return(true);
            }

            GridHeap.FastClear();
            GridClosedSet.FastClear();
            #endregion

            #region AStar Algorithm
            GridHeap.Add(startNode);
            GridNode.HeuristicTargetX = endNode.gridX;
            GridNode.HeuristicTargetY = endNode.gridY;

            GridNode.PrepareUnpassableCheck(unitSize);             //Prepare Unpassable check optimizations
            if (_endNode.Unwalkable)
            {
                return(false);
            }
            while (GridHeap.Count > 0)
            {
                currentNode = GridHeap.RemoveFirst();
#if false
                Gizmos.DrawCube(currentNode.WorldPos.ToVector3(), Vector3.one);
#endif

                if (currentNode.gridIndex == endNode.gridIndex)
                {
                    //Retraces the path then outputs it into outputPath
                    //Also Simplifies the path
                    DestinationReached();
                    return(true);
                }


                /*
                 * for (i = 0; i < 8; i++) {
                 *      neighbor = currentNode.NeighborNodes [i];
                 *      if (CheckNeighborInvalid ()) {
                 *              //continue;
                 *              //microoptimization... continue is more expensive than letting the loop pass at the end
                 *      } else {
                 *              //0-3 = sides, 4-7 = diagonals
                 *              if (i < 4) {
                 *                      newMovementCostToNeighbor = currentNode.gCost + 100;
                 *              } else {
                 *                      if (i == 4) {
                 *                              if (!GridManager.UseDiagonalConnections)
                 *                                      break;
                 *                      }
                 *                      newMovementCostToNeighbor = currentNode.gCost + 141;
                 *              }
                 *
                 *              AnalyzeNode();
                 *      }
                 * }
                 */
                hasInvalidEdge = false;
                for (int i = 0; i < 4; i++)
                {
                    neighbor = currentNode.NeighborNodes[i];
                    if (CheckNeighborInvalid())
                    {
                        hasInvalidEdge = true;
                    }
                    else
                    {
                        newMovementCostToNeighbor = currentNode.gCost + 100;
                        AnalyzeNode();
                    }
                }

                if (hasInvalidEdge)
                {
                    const int maxCornerObstructions = 2;
                    #region inlining diagonals
                    neighbor = currentNode.NeighborNodes[4];
                    if (!CheckNeighborInvalid())
                    {
                        if (GetObstructionCount(0, 1) <= maxCornerObstructions)
                        {
                            newMovementCostToNeighbor = currentNode.gCost + 141;
                            AnalyzeNode();
                        }
                    }

                    neighbor = currentNode.NeighborNodes[5];
                    if (!CheckNeighborInvalid())
                    {
                        if (GetObstructionCount(0, 2) <= maxCornerObstructions)
                        {
                            newMovementCostToNeighbor = currentNode.gCost + 141;
                            AnalyzeNode();
                        }
                    }
                    neighbor = currentNode.NeighborNodes[6];
                    if (!CheckNeighborInvalid())
                    {
                        if (GetObstructionCount(3, 1) <= maxCornerObstructions)
                        {
                            newMovementCostToNeighbor = currentNode.gCost + 141;
                            AnalyzeNode();
                        }
                    }
                    neighbor = currentNode.NeighborNodes[7];
                    if (!CheckNeighborInvalid())
                    {
                        if (GetObstructionCount(3, 2) <= maxCornerObstructions)
                        {
                            newMovementCostToNeighbor = currentNode.gCost + 141;
                            AnalyzeNode();
                        }
                    }
                    #endregion
                }
                else
                {
                    //no need for specific stuff when edges are all valid
                    for (int i = 4; i < 8; i++)
                    {
                        neighbor = currentNode.NeighborNodes[i];
                        if (CheckNeighborInvalid())
                        {
                        }
                        else
                        {
                            newMovementCostToNeighbor = currentNode.gCost + 141;
                            AnalyzeNode();
                        }
                    }
                }
                GridClosedSet.Add(currentNode);
            }
            #endregion
            return(false);
        }