Ejemplo n.º 1
0
        // Spawns the agent facing towards it's goal tile.
        public bool Spawn(Tile location)
        {
            path = AStarHelper.Calculate(location, Goal, speedPerFrame);

            if (path == null
                // TODO: Fix the issue with pathfinding that makes this necessary (without removing the occasional non-optimal paths if possible)
                || path.OfType <PathfindingMovement>().Sum(pm => Vector3.Distance(pm.Origin.Position, pm.Destination.Position)) > 4 * Vector3.Distance(location.Position, Goal.Position) ||
                path.OfType <PathfindingDelay>().Any(pd => pd.Delay > 50))
            {
                //Debug.LogError(String.Format("Failed to find path from [{0},{1}] to [{2},{3}]!", location.X, location.Z, Goal.X, Goal.Z));
                //Debug.DrawLine(location.Position, Goal.Position, Color.red, 5);
                return(false);
            }

            agent = (GameObject)GameObject.Instantiate(model, location.Position, Quaternion.LookRotation(Goal.Position));
            ClaimPath();

            return(true);
        }
Ejemplo n.º 2
0
        // Calculate the A* path
        public static List <IPathAction <T> > Calculate <T>(T start, T goal, float speed) where T : IPathNode <T>
        {
            List <T> closedset = new List <T>();            // The set of nodes already evaluated.
            List <T> openset   = new List <T>();            // The set of tentative nodes to be evaluated.

            openset.Add(start);
            Dictionary <T, T> cameFrom = new Dictionary <T, T>();              // The map of navigated nodes.

            Dictionary <T, float> gScore = new Dictionary <T, float>();

            gScore[start] = 0.0f;             // Cost from start along best known path.

            Dictionary <T, float> hScore = new Dictionary <T, float>();

            hScore[start] = HeuristicCostEstimate(start, goal, speed);

            Dictionary <T, float> fScore = new Dictionary <T, float>();

            fScore[start] = hScore[start];             // Estimated total cost from start to goal through y.

            while (openset.Count != 0)
            {
                T x = LowestScore(openset, fScore);
                if (x.Equals(goal))
                {
                    int time = 0;

                    List <IPathAction <T> > result = new List <IPathAction <T> >();
                    ReconstructPath(cameFrom, x, default(T), speed, ref result, ref time);
                    return(result);
                }
                openset.Remove(x);
                closedset.Add(x);

                foreach (T y in x.Connections)
                {
                    if (AStarHelper.Invalid(y) || closedset.Contains(y))
                    {
                        continue;
                    }
                    float tentativeGScore = gScore[x] + Distance(x, y, (int)(gScore[x] / speed), speed);

                    bool tentativeIsBetter = false;
                    if (!openset.Contains(y))
                    {
                        openset.Add(y);
                        tentativeIsBetter = true;
                    }
                    else if (tentativeGScore < gScore[y])
                    {
                        tentativeIsBetter = true;
                    }

                    if (tentativeIsBetter)
                    {
                        cameFrom[y] = x;
                        gScore[y]   = tentativeGScore;
                        hScore[y]   = HeuristicCostEstimate(y, goal, speed);
                        fScore[y]   = gScore[y] + hScore[y];
                    }
                }
            }

            return(null);
        }