Beispiel #1
0
        public List <PathFinderNode> FindPath(Vector2i start, Vector2i end)
        {
            bool found             = false;
            bool stop              = false;
            int  heuristicEstimate = 2;
            int  closeNodeCounter  = 0;
            int  directionCount    = _diagonals ? 8 : 4;

            // Instead of clearing the grid each time, I change node state values and simply ignore the other values.
            // It's faster than clearing the grid (not much, but it is).
            _openNodeValue  += 2;
            _closeNodeValue += 2;

            _open.Clear();
            _close.Clear();

            int    location = EncodeLocation(start.X, start.Y);
            int    endLocation = EncodeLocation(end.X, end.Y);
            ushort locationX = 0, locationY = 0;

            _calcGrid[location].goneCost = 0;
            _calcGrid[location].cost     = 0 + heuristicEstimate;
            _calcGrid[location].parentX  = (ushort)start.X;
            _calcGrid[location].parentY  = (ushort)start.Y;
            _calcGrid[location].state    = _openNodeValue;

            _open.Push(location);

            while (_open.Count > 0 && !stop)
            {
                location = _open.Pop();

                // Is it in closed list? means this node was already processed
                if (_calcGrid[location].state == _closeNodeValue)
                {
                    continue;
                }

                DecodeLocation(location, ref locationX, ref locationY);

                if (location == endLocation)
                {
                    _calcGrid[location].state = _closeNodeValue;
                    found = true;
                    break;
                }

                if (closeNodeCounter > _searchLimit)
                {
                    // Evaluated nodes exceeded limit : path not found
                    Console.WriteLine("Pathfinder searchLimit exceed");
                    return(null);
                }

                // Let's calculate each successors
                for (int i = 0; i < directionCount; ++i)
                {
                    ushort newLocationX = (ushort)(locationX + _directions[i][0]);
                    ushort newLocationY = (ushort)(locationY + _directions[i][1]);
                    int    newLocation  = EncodeLocation(newLocationX, newLocationY);
                    int    newGoneCost;

                    // Outside the grid?
                    if (newLocationX >= _gridSizeX || newLocationY >= _gridSizeY)
                    {
                        continue;
                    }

                    // Not crossable?
                    if (_grid[newLocation] == 0)
                    {
                        continue;
                    }

                    if (_avoidDiagonalCross)
                    {
                        //
                        //   +----+----+----+
                        //   |    |    | 3  |
                        //   |    |    |    |
                        //   +----+----+----+
                        //   |    | 2  |XXXX|   Diagonals are allowed,
                        //   |    |    |XXXX|   but going through 1, 2 then 3 should be avoided,
                        //   +----+----+----+   because there are contiguous uncrossable cells.
                        //   |    | 1  |XXXX|   (A square object cannot go from 2 to 3 for example, it will have to bypass the corner).
                        //   |    |    |XXXX|
                        //   +----+----+----+
                        //

                        if (i > 3)
                        {
                            if (_grid[EncodeLocation(locationX + _directions[i][0], locationY)] == 0 ||
                                _grid[EncodeLocation(locationX, locationY + _directions[i][1])] == 0)
                            {
                                continue;
                            }
                        }
                    }

                    if (_heavyDiagonals && i > 3)
                    {
                        newGoneCost = _calcGrid[location].goneCost + (int)(_grid[newLocation] * 2.41f);
                    }
                    else
                    {
                        newGoneCost = _calcGrid[location].goneCost + _grid[newLocation];
                    }

                    //Is it open or closed?
                    if (_calcGrid[newLocation].state == _openNodeValue || _calcGrid[newLocation].state == _closeNodeValue)
                    {
                        // The current node has less code than the previous? then skip this node
                        if (_calcGrid[newLocation].goneCost <= newGoneCost)
                        {
                            continue;
                        }
                    }

                    _calcGrid[newLocation].parentX  = locationX;
                    _calcGrid[newLocation].parentY  = locationY;
                    _calcGrid[newLocation].goneCost = newGoneCost;

                    // Heuristic : manhattan distance
                    int heuristic = heuristicEstimate * (Math.Abs(newLocationX - end.X) + Math.Abs(newLocationY - end.Y));

                    _calcGrid[newLocation].cost = newGoneCost + heuristic;

                    //It is faster if we leave the open node in the priority queue
                    //When it is removed, it will be already closed, it will be ignored automatically
                    _open.Push(newLocation);

                    _calcGrid[newLocation].state = _openNodeValue;
                }

                closeNodeCounter++;
                _calcGrid[location].state = _closeNodeValue;
            }

            if (found)
            {
                _close.Clear();

                int posX = end.X;
                int posY = end.Y;

                PathFinderNodeFast tmpNode = _calcGrid[EncodeLocation(end.X, end.Y)];

                PathFinderNode node = new PathFinderNode();
                node.cost      = tmpNode.cost;
                node.goneCost  = tmpNode.goneCost;
                node.heuristic = 0;
                node.parentX   = tmpNode.parentX;
                node.parentY   = tmpNode.parentY;
                node.x         = end.X;
                node.y         = end.Y;

                while (node.x != node.parentX || node.y != node.parentY)
                {
                    _close.Add(node);

                    posX = node.parentX;
                    posY = node.parentY;

                    tmpNode        = _calcGrid[EncodeLocation(posX, posY)];
                    node.cost      = tmpNode.cost;
                    node.goneCost  = tmpNode.goneCost;
                    node.heuristic = 0;
                    node.parentX   = tmpNode.parentX;
                    node.parentY   = tmpNode.parentY;
                    node.x         = posX;
                    node.y         = posY;
                }

                _close.Add(node);

                // Path found
                return(_close);
            }

            // Path not found
            Console.WriteLine("Pathfinder path not found");
            return(null);
        }
Beispiel #2
0
        /// <summary>
        /// Generates a maze from one starting point.
        /// All corridors will be connected to this point,
        /// and no one will make any loop.
        /// </summary>
        /// <param name="seedX">Seed x.</param>
        /// <param name="seedY">Seed y.</param>
        public void Generate(int seedX, int seedY)
        {
            if (grid.sizeX <= 0 || grid.sizeY <= 0)
            {
                Log.Error("Invalid grid size " + grid);
                return;
            }

            // By default, the grid is full of blocking cells (0).
            //grid.Create();

            Vector2i        pos        = new Vector2i(seedX, seedY);
            int             dir        = -1;
            List <Vector2i> startNodes = new List <Vector2i>();

            startNodes.Add(new Vector2i(seedX, seedY));

            // Initialize bits of the grid (do not touch the others because we could specify disabled cells before)
            for (int i = 0; i < grid.data.Length; ++i)
            {
                grid.data[i] &= ~Maze.ANY_DIRS_BITS;                // Clear directions
                grid.data[i] |= Maze.UNVISITED_BIT;                 // Set unvisited bit
            }

            // While there is registered positions where we can start a new cooridor (start nodes)
            while (startNodes.Count > 0)
            {
                // Choose at random from the available start nodes
                int j = Random.Range(0, startNodes.Count);
                pos = startNodes[j];
                startNodes.RemoveAt(j);

                // Randomize the maximum length of the corridor
                int corridorLength = Random.Range(corridorLengthMin, corridorLengthMax);

                // Generate the corridor by iteration
                for (int i = 0; i < corridorLength; ++i)
                {
                    int l = grid.EncodeLocation(pos.X, pos.Y);

                    List <int> availableDirs = UnvisitedDirections(pos.X, pos.Y);

                    // If there is at least one available direction
                    if (availableDirs.Count != 0)
                    {
                        // If there is more than one direction available
                        // Note: going back will never happen because the cell we are on will
                        // be be marked as visited, and so will not occur in the list.
                        if (availableDirs.Count > 1)
                        {
                            // Memorize the position to come back later
                            startNodes.Add(pos);
                        }

                        // Choose a random direction
                        dir = availableDirs[Random.Range(0, availableDirs.Count)];

                        // Add the available direction to cell's mask (from)
                        if ((grid.data[l] & Maze.UNVISITED_BIT) != 0)
                        {
                            grid.data[l] = 0;
                        }
                        grid.data[l] |= (1 << dir);

                        // Advance
                        pos.X += Dir.vec2i[dir].X;
                        pos.Y += Dir.vec2i[dir].Y;

                        // Add the available direction to cell's mask (to)
                        l = grid.EncodeLocation(pos.X, pos.Y);
                        if ((grid.data[l] & Maze.UNVISITED_BIT) != 0)
                        {
                            grid.data[l] = 0;
                        }
                        grid.data[l] |= (1 << Dir.opposite[dir]);

                        if (i + 1 == corridorLength)
                        {
                            // If it's the last iteration, add the current position in start nodes.
                            // If there are no direction available, the position will be discarded in further iterations.
                            startNodes.Add(pos);
                        }
                    }
                    else
                    {
                        // No directions available, finish corridor
                        break;
                    }
                }
            }
        }