Ejemplo n.º 1
0
        //public static IEnumerator AStar(Graph2d _graph, IVector2 _start, IVector2 _end, double _turnCostAdder, double _defVaul, Func<IVector2, IVector2, double, double> _heuristic)
        public static void AStar(Graph2d _graph, IVector2 _start, IVector2 _end, double _turnCostAdder, double _defVaul, Func <IVector2, IVector2, double, double> _heuristic)
        {
            var openList = new ioMinPriQ <AStarOpenNode>();

            openList.Enqueue(new AStarOpenNode(_start, null, 0, _heuristic(_start, _end, _defVaul)));
            var closedList = new Dictionary <IVector2, AStarClosedNode>();

            /* //UNITY
             * bool debugMe = true;
             * var texture = (Texture2D)TileMap2D.meshRenderer.material.mainTexture;
             * int frameUpdateRate = 30;
             * if (debugMe)
             * {
             *
             *  texture.SetPixel(_start.x, _start.y, new Color(0.6f, 1f, 0.6f, 1));
             *  texture.SetPixel(_end.x, _end.y, new Color(0.6f, 1f, 0.6f, 1));
             *  texture.Apply();
             * }
             * */

            AStarOpenNode curNode = null;
            var           prevDir = -1;

            while (!openList.IsEmpty)
            {
                //Find smallest element in open list (est total cost)
                curNode = openList.Dequeue();

                //Get direction of step from current node
                if (curNode.Parent != null)
                {
                    prevDir = (int)curNode.StepDirection;
                }

                //Exit if goal found
                if (curNode.Coord.Equals(_end))
                {
                    closedList[_end] = new AStarClosedNode(curNode);
                    break;
                }

                for (int i = 1; i < 8; i = i + 2)
                //foreach (var neighbor in curNode.Coord.Neighbors())
                {
                    IVector2 neighbor = curNode.Coord + DirMap.Get(i);
                    if (!_graph.InBounds(neighbor) || (_graph.IsImpassable(neighbor)))
                    {
                        continue;
                    }
                    //Set end node and add cost
                    //var endNode = neighbor;
                    //var endNodeCost = curNode.CostSoFar + _graph.GetEdgeWeight(curNode.Coord, (G2Dir) i);//_graph[neighbor].GetEdge((G2Dir)i);
                    var endNodeCost = curNode.CostSoFar + _graph.GetNodeWeight(neighbor);
                    if (i != prevDir && prevDir != -1)
                    {
                        endNodeCost += _turnCostAdder;
                    }

                    //Skip if not walkable
                    if (endNodeCost == Graph2d.IMPASSABLE)
                    {
                        continue;
                    }

                    //Skip if better path already exists
                    var skipNode = false;
                    for (int j = 0; j < openList.DataList.Count; ++j)
                    {
                        if (openList.DataList[j].Coord.Equals(neighbor))
                        {
                            if (openList.DataList[j].CostSoFar <= endNodeCost)
                            {
                                skipNode = true;
                                break;
                            }
                            openList.Remove(openList.DataList[j]);
                        }
                    }
                    if (skipNode)
                    {
                        continue;
                    }

                    //Skip or update if current path is worse/better
                    if (closedList.ContainsKey(neighbor))
                    {
                        if (closedList[neighbor].CostSoFar <= endNodeCost)
                        {
                            continue;
                        }
                        closedList[neighbor] = new AStarClosedNode(curNode.Coord, endNodeCost);

                        /* //UNITY
                         * if (debugMe)
                         *  texture.SetPixel(neighbor.x, neighbor.y, new Color(0.0f, 1f, 1f, 1f));
                         */
                    }


                    var endNode = new AStarOpenNode(neighbor, curNode.Coord, endNodeCost, endNodeCost + _heuristic(neighbor, _end, _defVaul));

                    openList.Enqueue(endNode);
                }

                closedList[curNode.Coord] = new AStarClosedNode(curNode);

                /* //UNITY
                 * if (debugMe)
                 * {
                 *
                 *  var pixel = texture.GetPixel(curNode.Coord.x, curNode.Coord.y);
                 *  pixel = new Color(pixel.r + 0.3f, pixel.g, pixel.b, pixel.a);
                 *  texture.SetPixel(curNode.Coord.x, curNode.Coord.y, pixel);
                 *  texture.Apply();
                 *  if (++debugFrameCount == frameUpdateRate)
                 *  {
                 *      debugFrameCount = 0;
                 *      yield return null;
                 *  }
                 *
                 * }
                 */
            }
            if (curNode.Coord != _end)
            {
                String dbgMsg = "End Node Null -- No path found?";
                Msg.LogDebug(TAG_DEBUG, dbgMsg, MsgPriLvl.HIGH);
                AStarPath = null;
                //return null; new List<IVector2>();
            }
            else
            {
                var path = new List <IVector2>()
                {
                    curNode.Coord
                };
                var closedNode = new AStarClosedNode(curNode);
                ;
                while (closedNode.Parent != null)
                {
                    path.Insert(0, closedNode.Parent.Value);
                    Msg.LogDebug(TAG_DEBUG, "Added to path: " + closedNode.Parent, MsgPriLvl.LOW);
                    closedNode = closedList[closedNode.Parent.Value];  //TODO Seed 705 crashes here with invalid key
                }
                AStarPath = path;

                closedList[curNode.Coord] = new AStarClosedNode(curNode);

                /* //UNITY
                 * if (debugMe)
                 * {
                 *  foreach (var coord in path)
                 *      texture.SetPixel(coord.x, coord.y, new Color(0.8f, 0.8f, 1f, 1));
                 *  texture.Apply();
                 *  yield return null;
                 * }
                 */
            }
            //yield return null; //UNITY
        }
Ejemplo n.º 2
0
 public AStarClosedNode(AStarOpenNode _node)
 {
     Parent    = _node.Parent;
     CostSoFar = _node.CostSoFar;
 }