Beispiel #1
0
        /// <summary>
        /// Simple path following.  If within "snap distance" of a the nextGoal (a NavNode)
        /// move to the NavNode, get a new nextGoal, turnToFace() that goal.  Otherwise
        /// continue making steps towards the nextGoal.
        /// </summary>
        public override void Update(GameTime gameTime)
        {
            KeyboardState keyboardState = Keyboard.GetState();
            float         distance      = 0;

            if (keyboardState.IsKeyDown(Keys.N) && !oldKeyboardState.IsKeyDown(Keys.N) && !pathFinding)
            {
                // toggles path finding on, disables treasure hunting
                pathFinding = true;
                System.Diagnostics.Debug.WriteLine("N: on");
                // nextGoal = path.CurrentNode;
                agentObject.defaultSpeed();
            }
            else if (keyboardState.IsKeyDown(Keys.N) && !oldKeyboardState.IsKeyDown(Keys.N) && pathFinding)
            {
                // toggles path finding off, enables treasure hunting
                System.Diagnostics.Debug.WriteLine("N: off");
                pathFinding = false;

                if (this.TreasureList.Count > 0 && onPath)
                {
                    onPath = false;

                    resume       = new NavNode(agentObject.Translation);
                    Goal         = aPath.ClosestNode(0);   // searches for closest treasure and creates Goal Node
                    treasurePath = aPath.createPath(Goal); // creates A* Path for Goal node
                    nextGoal     = treasurePath.NextNode;
                }
            }

            agentObject.turnToFace(nextGoal.Translation);  // adjust to face nextGoal every move
                                                           //agentObject.turnTowards(nextGoal.Translation);

            // See if at or close to nextGoal, distance measured in 2D xz plane
            distance = Vector3.Distance(
                new Vector3(nextGoal.Translation.X, 0, nextGoal.Translation.Z),
                new Vector3(agentObject.Translation.X, 0, agentObject.Translation.Z));


            if (!pathFinding && !(this.TreasureList.Count > 0))
            {
                agentObject.Step = 0;
            }
            else
            {
                if (pathFinding && onPath)
                {
                    if (distance <= snapDistance)
                    {
                        // snap to nextGoal and orient toward the new nextGoal
                        nextGoal = path.NextNode;
                        //agentObject.turnTowards(nextGoal.Translation);
                    }
                    if (this.TreasureList.Count > 0)
                    {
                        Goal = aPath.ClosestNode(4000); // searches for treasure within 4000 pixels

                        if (Goal != null)
                        {
                            pathFinding = false;
                            onPath      = false;

                            resume       = new NavNode(agentObject.Translation);
                            treasurePath = aPath.createPath(Goal); // creates A* Path for Goal node
                            nextGoal     = treasurePath.NextNode;
                        }
                    }
                }
                else   // if there are still more treasures NPAgent follows A* Path
                       // if it gets close enough to tag the treaure it turns back
                       // quick fix for occasionly getting stuck on walls
                {
                    if (!restart && Goal.DistanceBetween(agentObject.Translation, spacing) < collectDistance)
                    {
                        Goal         = resume; // creates an A* Path to the previous pathfinding node
                        treasurePath = aPath.createPath(Goal);
                        restart      = true;
                    }
                    else if (restart && Goal.DistanceBetween(agentObject.Translation, spacing) < collectDistance)
                    {
                        restart     = false;
                        pathFinding = true;
                        onPath      = true;
                        nextGoal    = resume; // if the NPAgent returns to previous path node it returns pathfinding mode
                    }
                    else if (distance <= snapDistance)
                    {
                        // snap to nextGoal and orient toward the new nextGoal
                        nextGoal = treasurePath.NextNode;
                        // agentObject.turnToFace(nextGoal.Translation);
                    }
                }
            }

            // Display information
            stage.setInfo(15, stage.agentLocation(this));
            stage.setInfo(16,
                          string.Format("          nextGoal ({0:f0}, {1:f0}, {2:f0})  distance to next goal = {3,5:f2})",
                                        nextGoal.Translation.X / stage.Spacing, nextGoal.Translation.Y, nextGoal.Translation.Z / stage.Spacing, distance));

            oldKeyboardState = keyboardState;
            base.Update(gameTime);  // Agent's Update();
        }
Beispiel #2
0
        // Wikipedia pseudo code implementation
        public Path createPath(NavNode target)
        {
            //stage.Terrain.Multiplier = 0;

            Path    aPath = null;
            Vector3 pos   = new Vector3((int)agentObject.Translation.X / spacing,
                                        (int)agentObject.Translation.Y, (int)agentObject.Translation.Z / spacing);
            NavNode start = new NavNode(pos);

            pos = new Vector3((int)target.Translation.X / spacing,
                              (int)target.Translation.Y, (int)target.Translation.Z / spacing);
            NavNode goal    = new NavNode(pos);
            NavNode current = start;
            int     tentative_gScore;

            // The set of acceptable moves: up, down, left, right, diagonals
            int[,] add = { { 0, 1 }, {  0, -1 }, { 1,  0 }, { -1, 0 },
                           { 1, 1 }, { -1, -1 }, { 1, -1 }, { -1, 1 } };

            // The set of nodes already evaluated
            List <NavNode> closedSet = new List <NavNode>();

            // The set of currently discovered nodes that are not evaluated yet.
            // Initially, only the start node is known.
            List <NavNode> openSet = new List <NavNode>();

            openSet.Add(start);

            // The  set of neighbors on the current node
            List <NavNode> neighborSet = new List <NavNode>();

            // For each node, which node it can most efficiently be reached from.
            // If a node can be reached from many nodes, cameFrom will eventually contain the
            // most efficient previous step.
            NavNode[,] cameFrom = new NavNode[stage.Range + 1, stage.Range + 1]; //an empty map

            // For each node, the cost of getting from the start node to that node.
            int[,] gScore = new int[stage.Range + 1, stage.Range + 1];  // map with default value of Infinity
            for (int i = 0; i < stage.Range + 1; i++)
            {
                for (int j = 0; j < stage.Range + 1; j++)
                {
                    gScore[i, j] = int.MaxValue;
                }
            }

            // The cost of going from start to start is zero.
            gScore[(int)start.Translation.X, (int)start.Translation.Z] = 0;

            // For each node, the total cost of getting from the start node to the goal
            // by passing by that node. That value is partly known, partly heuristic.
            int[,] fScore = new int[stage.Range + 1, stage.Range + 1];  // map with default value of Infinity
            for (int i = 0; i < stage.Range + 1; i++)
            {
                for (int j = 0; j < stage.Range + 1; j++)
                {
                    fScore[i, j] = int.MaxValue;
                }
            }

            // For the first node, that value is completely heuristic.
            fScore[(int)start.Translation.X, (int)start.Translation.Z] = start.Heuristic(goal);


            while (openSet.Count > 0)
            {
                current = openSet[0];
                for (int i = 1; i < openSet.Count; i++)
                {
                    if (fScore[(int)current.Translation.X, (int)current.Translation.Z]
                        > fScore[(int)openSet[i].Translation.X, (int)openSet[i].Translation.Z])
                    {
                        current = openSet[i];
                    }
                } // current:= the node in openSet having the lowest fScore[] value
                if (current.Translation == goal.Translation)
                {
                    aPath = reconstructPath(cameFrom, current);
                    return(aPath);
                }

                openSet.Remove(current);
                closedSet.Add(current);


                //Finds neighbors of current node
                neighborSet.Clear();
                for (int k = 0; k < 8; k++)
                {
                    pos = new Vector3((int)current.Translation.X + add[k, 0], (int)goal.Translation.Y,
                                      (int)current.Translation.Z + add[k, 1]);
                    Object3D obj3d    = agentObject.CollidedWith(pos * spacing);
                    NavNode  neighbor = new NavNode(pos);

                    if (Invalid(neighbor))
                    {
                        continue;
                    }
                    if (Exists(closedSet, neighbor))
                    {
                        continue;
                    }

                    neighborSet.Add(neighbor);
                    if (obj3d != null)
                    {
                        // If the neighbor is an obstacle then skip
                        if (stage.SameType(obj3d.Name, "wall") || stage.SameType(obj3d.Name, "temple"))
                        {
                            neighborSet.Remove(neighbor);
                            if (Exists(closedSet, neighbor))
                            {
                                continue;
                            }
                            closedSet.Add(neighbor);

                            // removes neighbors of a wall to decrease chance of collision
                            //for (int j = 0; j < 8; j++)
                            //{
                            //    pos = new Vector3((int)current.Translation.X + add[j, 0], (int)goal.Translation.Y,
                            //        (int)current.Translation.Z + add[j, 1]);
                            //    obj3d = agentObject.CollidedWith(pos * spacing);
                            //    neighbor = new NavNode(pos);

                            //    if (Exists(closedSet, neighbor))
                            //        continue;
                            //    closedSet.Add(neighbor);
                            //}
                        }

                        // finishes earlier
                        //else if (stage.SameType(obj3d.Name, "treasure")) {
                        //    if (neighbor.Translation == goal.Translation) {
                        //        aPath = reconstructPath(cameFrom, current);
                        //        return aPath;
                        //    }
                        //}
                    }
                }

                foreach (NavNode neighbor in neighborSet)
                {
                    if (Exists(openSet, neighbor))
                    {
                        continue;
                    }
                    openSet.Add(neighbor); // Discover a new node

                    // The distance from start to a neighbor
                    // the "dist_between" function may vary as per the solution requirements.
                    tentative_gScore = gScore[(int)current.Translation.X, (int)current.Translation.Z]
                                       + current.DistanceBetween(neighbor);


                    if (tentative_gScore >= gScore[(int)neighbor.Translation.X, (int)neighbor.Translation.Z])
                    {
                        continue;               // This is not a better path.
                    }
                    // This path is the best until now. Record it!
                    cameFrom[(int)neighbor.Translation.X, (int)neighbor.Translation.Z] = current;
                    gScore[(int)neighbor.Translation.X, (int)neighbor.Translation.Z]   = tentative_gScore;
                    fScore[(int)neighbor.Translation.X, (int)neighbor.Translation.Z]
                        = gScore[(int)neighbor.Translation.X, (int)neighbor.Translation.Z]
                          + neighbor.Heuristic(goal);
                }
            }
            return(null);
        }