Beispiel #1
0
        public void TwoEqualVectorsAreEqual()
        {
            Vec2i a = new Vec2i(-45, 40);
            Vec2i b = new Vec2i(-45, 40);

            Assert.True(a == b && b == a);
            Assert.True(a.Equals(b) && b.Equals(a));
        }
    public List <Vec2i> GeneratePath(Vec2i start, Vec2i end, bool debug = false)
    {
        cameFrom.Clear();
        costSoFar.Clear();
        var frontier = new PriorityQueue <Vec2i>();

        Target     = end;
        this.start = start;
        frontier.Enqueue(start, 0f);

        cameFrom.Add(start, start); // is set to start, None in example
        costSoFar.Add(start, 0f);

        while (frontier.Count > 0f)
        {
            // Get the Location from the frontier that has the lowest
            // priority, then remove that Location from the frontier
            Vec2i current = frontier.Dequeue();

            // If we're at the goal Location, stop looking.
            if (current.Equals(Target))
            {
                break;
            }
            // Neighbors will return a List of valid tile Locations
            // that are next to, diagonal to, above or below current
            foreach (var neighbor in Neighbors(current))
            {
                // If neighbor is diagonal to current, graph.Cost(current,neighbor)
                // will return Sqrt(2). Otherwise it will return only the cost of
                // the neighbor, which depends on its type, as set in the TileType enum.
                // So if this is a normal floor tile (1) and it's neighbor is an
                // adjacent (not diagonal) floor tile (1), newCost will be 2,
                // or if the neighbor is diagonal, 1+Sqrt(2). And that will be the
                // value assigned to costSoFar[neighbor] below.
                float newCost = costSoFar[current] + Cost(current, neighbor);

                // If there's no cost assigned to the neighbor yet, or if the new
                // cost is lower than the assigned one, add newCost for this neighbor
                if (!costSoFar.ContainsKey(neighbor) || newCost < costSoFar[neighbor])
                {
                    // If we're replacing the previous cost, remove it
                    if (costSoFar.ContainsKey(neighbor))
                    {
                        costSoFar.Remove(neighbor);
                        cameFrom.Remove(neighbor);
                    }

                    costSoFar.Add(neighbor, newCost);
                    cameFrom.Add(neighbor, current);
                    float priority = newCost + Heuristic(neighbor, Target);
                    frontier.Enqueue(neighbor, priority);
                }
            }
        }
        return(FindPath());
    }
    private List <Vec2i> FindPath()
    {
        List <Vec2i> path    = new List <Vec2i>(1000);
        Vec2i        current = Target;

        while (!current.Equals(start))
        {
            if (!cameFrom.ContainsKey(current))
            {
                return(new List <Vec2i>(100));
            }
            path.Add(current);
            current = cameFrom[current];
        }
        path.Reverse();
        return(path);
    }
        /// <summary>
        /// Method that searches whether the destination cell is reachable from the root cell.
        /// It searches the graph using a BFS algorithm.
        /// </summary>
        /// <param name="maze"></param>
        /// <param name="root"></param>
        /// <param name="destination"></param>
        /// <returns></returns>
        public static bool Q_Is_Reachable_BFS(this PM_Maze maze, Vec2i root, Vec2i destination)
        {
            if (root.Equals(destination))
            {
                return(true);
            }

            List <Vec2i> all_nodes = maze.CellsPositions_All_List();

            Dictionary <Vec2i, bool> visited_nodes = new Dictionary <Vec2i, bool>();

            foreach (var n in all_nodes)
            {
                visited_nodes.Add(n, false);
            }

            Queue <Vec2i> searchQueue = new Queue <Vec2i>();

            searchQueue.Enqueue(root);
            visited_nodes[root] = true;

            while (searchQueue.Count > 0)
            {
                var          current            = searchQueue.Dequeue();
                var          neighbors          = maze.Cells_Connected_To_Cell__List(current);
                List <Vec2i> unvisitedNeighbors = neighbors.FindAll(x => visited_nodes[x] == false);

                foreach (var neighbor in unvisitedNeighbors)
                {
                    searchQueue.Enqueue(neighbor);
                    visited_nodes[neighbor] = true;

                    if (neighbor.Equals(destination))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
Beispiel #5
0
    /// <summary>
    /// <para>
    /// Finds a path connecting the two nodes specified.
    /// The values 'start'and 'end' represent the local coordinates of the
    /// nodes to path find between. Returns 'true' if a total path was found</para>
    /// <para>
    /// The outputted path is held in the out variable 'path'. If no path is found, this will
    /// instead contain all checked points.
    /// </para>
    /// <para>The paramatater 'transform', true as default, causes the result to be scaled and
    /// shifted to world coordinates ([x,z]*World.ChunkSize + BaseCoord).
    /// For path finding, this should be kept true.</para>
    /// </summary>
    /// <param name="start"></param>
    /// <param name="end"></param>
    /// <param name="path"></param>
    /// <param name="transform"></param>
    /// <returns></returns>
    public bool ConnectNodes(Vec2i start, Vec2i end, out List <Vec2i> path, out float cost, bool transform = true)
    {
        cameFrom.Clear();
        costSoFar.Clear();
        var frontier = new PriorityQueue <Vec2i>();

        goal       = end;
        this.start = start;
        frontier.Enqueue(start, 0f);

        cameFrom.Add(start, start); // is set to start, None in example
        costSoFar.Add(start, 0f);
        List <Vec2i> allPath   = new List <Vec2i>(100);
        List <Vec2i> validPath = new List <Vec2i>();

        allPath.Add(start);
        validPath.Add(start);
        while (frontier.Count > 0f)
        {
            // Get the Location from the frontier that has the lowest
            // priority, then remove that Location from the frontier
            Vec2i current = frontier.Dequeue();

            //  float tCost = 0;
            // if(costSoFar.TryGetValue(current, out tCost))
            //{
            //if (tCost >= int.MaxValue)
            //    break;
            //}
            // If we're at the goal Location, stop looking.
            if (current.Equals(goal))
            {
                break;
            }
            // Neighbors will return a List of valid tile Locations
            // that are next to, diagonal to, above or below current
            foreach (var neighbor in Neighbors(current))
            {
                // If neighbor is diagonal to current, graph.Cost(current,neighbor)
                // will return Sqrt(2). Otherwise it will return only the cost of
                // the neighbor, which depends on its type, as set in the TileType enum.
                // So if this is a normal floor tile (1) and it's neighbor is an
                // adjacent (not diagonal) floor tile (1), newCost will be 2,
                // or if the neighbor is diagonal, 1+Sqrt(2). And that will be the
                // value assigned to costSoFar[neighbor] below.
                float newCost = costSoFar[current] + Cost(current, neighbor);
                if (newCost < int.MaxValue)
                {
                    validPath.Add(neighbor);
                }
                // If there's no cost assigned to the neighbor yet, or if the new
                // cost is lower than the assigned one, add newCost for this neighbor
                if (!costSoFar.ContainsKey(neighbor) || newCost < costSoFar[neighbor])
                {
                    // If we're replacing the previous cost, remove it
                    if (costSoFar.ContainsKey(neighbor))
                    {
                        costSoFar.Remove(neighbor);
                        cameFrom.Remove(neighbor);
                    }

                    costSoFar.Add(neighbor, newCost);
                    cameFrom.Add(neighbor, current);
                    float priority = newCost + Heuristic(neighbor, goal);
                    frontier.Enqueue(neighbor, priority);
                    allPath.Add(neighbor);
                }
            }
        }



        if (costSoFar.TryGetValue(end, out cost))
        {
            if (cost < int.MaxValue)
            {
                if (GameManager.DEBUG)
                {
                    Debug.Log("[SettlementPathFinding] Path cost of " + cost);
                }
                if (transform)
                {
                    path = TransformPath(FindPath());
                }
                else
                {
                    path = FindPath();
                }
                return(true);
            }
            else
            {
                if (GameManager.DEBUG)
                {
                    Debug.Log("[SettlementPathFinding] Path cost of " + cost + " - not valid path");
                }
            }
        }
        if (transform)
        {
            path = TransformPath(FindPath());
        }
        else
        {
            path = FindPath();
        }
        //If we need to transform, we transform the path accordingly
        return(false);

        //Check if the path has worked (is this valid?)
        if (cameFrom.ContainsKey(end) && cameFrom.ContainsKey(start))
        {
            if (transform)
            {
                path = TransformPath(FindPath());
            }
            else
            {
                path = FindPath();
            }
            return(true);
        }

        if (transform)
        {
            path = TransformPath(allPath);
        }
        else
        {
            path = allPath;
        }
        //If we need to transform, we transform the path accordingly
        return(false);
    }
Beispiel #6
0
    /// <summary>
    /// <para>
    /// Finds a path connecting the two nodes specified.
    /// The values 'start'and 'end' represent the local coordinates of the
    /// nodes to path find between.</para>
    /// <para>
    /// The paramatater 'transform', true as default, causes the result to be scaled and
    /// shifted to world coordinates ([x,z]*World.ChunkSize + BaseCoord).
    /// For path finding, this should be kept true.</para>
    /// <para>
    /// If 'transform' is false, the returned result will be in local PathNode coordinates.
    /// This is used in SettlementBuilder to help remove islands
    /// </para>
    ///
    /// </summary>
    /// <param name="start"></param>
    /// <param name="end"></param>
    /// <param name="scale"></param>
    /// <returns></returns>
    public List <Vec2i> ConnectNodes(Vec2i start, Vec2i end, bool transform = true)
    {
        cameFrom.Clear();
        costSoFar.Clear();
        var frontier = new PriorityQueue <Vec2i>();

        goal       = end;
        this.start = start;
        frontier.Enqueue(start, 0f);

        cameFrom.Add(start, start); // is set to start, None in example
        costSoFar.Add(start, 0f);

        while (frontier.Count > 0f)
        {
            // Get the Location from the frontier that has the lowest
            // priority, then remove that Location from the frontier
            Vec2i current = frontier.Dequeue();

            // If we're at the goal Location, stop looking.
            if (current.Equals(goal))
            {
                break;
            }
            // Neighbors will return a List of valid tile Locations
            // that are next to, diagonal to, above or below current
            foreach (var neighbor in Neighbors(current))
            {
                // If neighbor is diagonal to current, graph.Cost(current,neighbor)
                // will return Sqrt(2). Otherwise it will return only the cost of
                // the neighbor, which depends on its type, as set in the TileType enum.
                // So if this is a normal floor tile (1) and it's neighbor is an
                // adjacent (not diagonal) floor tile (1), newCost will be 2,
                // or if the neighbor is diagonal, 1+Sqrt(2). And that will be the
                // value assigned to costSoFar[neighbor] below.
                float newCost = costSoFar[current] + Cost(current, neighbor);
                if (GameManager.DEBUG)
                {
                    Debug.Log("[SettlementPathFinder] Cost for " + current + " to " + neighbor + " is " + Cost(current, neighbor) + " with total cost " + newCost);
                }
                // If there's no cost assigned to the neighbor yet, or if the new
                // cost is lower than the assigned one, add newCost for this neighbor
                if (!costSoFar.ContainsKey(neighbor) || newCost < costSoFar[neighbor])
                {
                    // If we're replacing the previous cost, remove it
                    if (costSoFar.ContainsKey(neighbor))
                    {
                        costSoFar.Remove(neighbor);
                        cameFrom.Remove(neighbor);
                    }

                    costSoFar.Add(neighbor, newCost);
                    cameFrom.Add(neighbor, current);
                    float priority = newCost + Heuristic(neighbor, goal);
                    frontier.Enqueue(neighbor, priority);
                }
            }
        }
        //If we need to transform, we transform the path accordingly
        if (transform)
        {
            return(TransformPath(FindPath()));
        }
        return(FindPath());
    }
        public static List <Vec2i> BFS_ShortestPath(
            this PM_Maze maze,
            Vec2i root,
            Vec2i destination
            )
        {
            if (root.Equals(destination))
            {
                throw new System.ArgumentException("root equals destination");
            }

            Dictionary <Vec2i, Vec2i> predecessors = new Dictionary <Vec2i, Vec2i>();

            var allCells = maze.CellsPositions_All_List();

            foreach (var node in allCells)
            {
                predecessors.Add(node, node);
            }

            List <Vec2i> visitedNodes = new List <Vec2i>();

            Queue <Vec2i> searchQueue = new Queue <Vec2i>();

            searchQueue.Enqueue(root);
            visitedNodes.Add(root);
            bool foundDestination = false;

            while (searchQueue.Count > 0 && foundDestination == false)
            {
                var          current            = searchQueue.Dequeue();
                var          neighbors          = maze.Cells_Connected_To_Cell__List(current);
                List <Vec2i> unvisitedNeighbors = neighbors.FindAll(x => visitedNodes.Contains(x) == false);

                foreach (var neighbor in unvisitedNeighbors)
                {
                    predecessors[neighbor] = current;
                    searchQueue.Enqueue(neighbor);
                    visitedNodes.Add(neighbor);

                    if (neighbor.Equals(destination))
                    {
                        foundDestination = true;
                        break;
                    }
                }
            }

            List <Vec2i> shortestPath = new List <Vec2i>();

            bool pathFinished        = false;
            var  currentPathPosition = destination;

            shortestPath.Add(currentPathPosition);
            while (pathFinished == false)
            {
                var predecessor = predecessors[currentPathPosition];
                if (predecessor.Equals(currentPathPosition) == false)
                {
                    shortestPath.Add(predecessor);
                    currentPathPosition = predecessor;
                }
                else
                {
                    pathFinished = true;
                }
            }

            shortestPath.Reverse();

            if (
                shortestPath.Contains(root)
                &&
                shortestPath.Contains(destination)
                )
            {
                return(shortestPath);
            }

            return(new List <Vec2i>());
        }