Beispiel #1
0
        private Node TryGetValidNodeAroundGridPos(ZoneMap zoneMap, Dictionary <Position, Node> nodes, Vector2 gridPos)
        {
            Node node;
            var  royTGraphPos = zoneMap.PoEGridPositionToRoyTPathFindingGraphPosition(gridPos);
            bool gotNode      = nodes.TryGetValue(royTGraphPos, out node);

            if (gotNode)
            {
                return(node);
            }

            int distance = 10;
            int startX   = (int)gridPos.X - distance;
            int endX     = (int)gridPos.X + distance;
            int startY   = (int)gridPos.Y - distance;
            int endY     = (int)gridPos.Y + distance;

            for (int x = startX; x <= endX; x++)
            {
                for (int y = startY; y <= endY; y++)
                {
                    var graphPos = zoneMap.PoEGridPositionToRoyTPathFindingGraphPosition(new Vector2(x, y));
                    gotNode = nodes.TryGetValue(graphPos, out node);
                    if (gotNode)
                    {
                        return(node);
                    }
                }
            }
            return(null);
        }
Beispiel #2
0
        public bool TryToFindPathWithGraph(Vector2 start, Vector2 end, ZoneMap zoneMap)
        {
            try
            {
                PathFinder pathFinder = new PathFinder();
                pathFindingIndex = 0;
                currentPathInPoEGridCoordinates.Clear();
                const int radius = 7;

                /* If the player is too close to obstacles a path might not be found.
                 * Shift the player "coordinate" away from obstacle
                 */
                //int maxAttemptsToFindAPath = 4
                var royTGraphPosStart = zoneMap.PoEGridPositionToRoyTPathFindingGraphPosition(start);
                var royTGraphPosEnd   = zoneMap.PoEGridPositionToRoyTPathFindingGraphPosition(end);

                var  nodeDictionary = zoneMap.GetSubMap(start).NodeDictionary;
                Node startNode      = TryGetValidNodeAroundGridPos(zoneMap, nodeDictionary, start);
                Node endNode        = TryGetValidNodeAroundGridPos(zoneMap, nodeDictionary, end);

                //bool gotStartNode = zoneMap.GetSubMap(start).NodeDictionary.TryGetValue(royTGraphPosStart, out startNode);
                //bool gotEndNode = zoneMap.GetSubMap(start).NodeDictionary.TryGetValue(royTGraphPosEnd, out endNode);

                if (startNode == null || endNode == null)
                {
                    Console.WriteLine("Unable to find correct navigation grid");
                    return(false);
                }
                if (startNode == endNode)
                {
                    Console.WriteLine("Nodes are equal. abort");
                    return(false);
                }

                while (true)
                {
                    var path = pathFinder.FindPath(startNode, endNode, Velocity.FromKilometersPerHour(100000));
                    if (path == null || path.Edges.Count == 0) // || path.Type == PathType.ClosestApproach)
                    {
                        Console.WriteLine("Unable to find a path with given start/end, randomizing start/end");
                        int xRandom = MathHepler.Randomizer.Next((int)start.X - radius, (int)start.X + radius);
                        int yRandom = MathHepler.Randomizer.Next((int)start.Y - radius, (int)start.Y + radius);
                        startNode = TryGetValidNodeAroundGridPos(zoneMap, nodeDictionary, new Vector2(xRandom, yRandom));

                        xRandom = MathHepler.Randomizer.Next((int)end.X - radius, (int)end.X + radius);
                        yRandom = MathHepler.Randomizer.Next((int)end.Y - radius, (int)end.Y + radius);
                        endNode = TryGetValidNodeAroundGridPos(zoneMap, nodeDictionary, new Vector2(xRandom, yRandom));
                    }
                    else
                    {
                        RemainingPathDistanceSquaredToTarget = 0;
                        int counter            = 0;
                        var previousEdgeVector = new Vector2();
                        foreach (var edge in path.Edges)
                        {
                            var compensatedEdgeVector = new Vector2(edge.Start.Position.X * PathfindingConsts.myPathfindingGridSize, edge.Start.Position.Y * PathfindingConsts.myPathfindingGridSize);
                            if (counter != 0)
                            {
                                var distance = previousEdgeVector.Distance(compensatedEdgeVector);
                                RemainingPathDistanceSquaredToTarget += distance;
                            }
                            currentPathInPoEGridCoordinates.Add(compensatedEdgeVector);
                            previousEdgeVector = compensatedEdgeVector;
                            counter           += 1;
                        }
                        RemainingPathDistanceSquaredToTarget = RemainingPathDistanceSquaredToTarget * RemainingPathDistanceSquaredToTarget;

                        return(true);
                    }
                }
            }
            catch
            {
                return(false);
            }
        }