Example #1
0
    // Move player to a given tile
    public void MoveToTile(GameTile tile)
    {
        Vector3 newPos = new Vector3(tile.transform.position.x, tile.transform.position.y);

        newPos.z           = -1;
        transform.position = newPos;
        GameTile oldTile = map.GetTileAt(curMapPos);

        curMapPos = tile.mapPosition;
        oldTile.DeOccupy();
        tile.Occupy();
        costSoFar += pathFinder.distance(oldTile.mapPosition.GetPosition(), tile.mapPosition.GetPosition());
    }
Example #2
0
    public List <GameTile> FindPath()
    {
        //gameSystem.state = GameState.Paused;

        /*
         * OPEN: set of nodes to be evaluated
         * CLOSED: set of nodes already evaluated
         * G: dist of a node from current pos
         * H: dist of a node from target pos
         * F: G+H
         */
        currentTile = mapBehavior.GetTileAt(player.curMapPos);
        List <GameTile> OPEN   = new List <GameTile>();
        List <GameTile> CLOSED = new List <GameTile>();

        currentTile.G = 0;
        //currentTile.H = currentTile.distance(goalTile);
        currentTile.F = currentTile.H + currentTile.G;
        OPEN.Add(currentTile);
        GameTile current = currentTile;

        /*
         * loop
         *  current = node in OPEN with lowest F
         *  remove current from OPEN
         *  add current to CLOSED
         *
         *  if current is target node
         *      return
         */

        //int counter = 0; //meant for bounding A*, which ended up not being necessary
        //int k = 0;
        while (true)
        {
            float lowestF = Mathf.Infinity;
            for (int i = 0; i < OPEN.Count; i++)
            {
                if (OPEN[i].F < lowestF)
                {
                    lowestF = OPEN[i].F;
                    current = OPEN[i];
                }
            }

            OPEN.Remove(current);
            CLOSED.Add(current);

            if (current.mapPosition.GetPosition() == goalTile.mapPosition.GetPosition()) //|| counter > aStarLimit)
            {
                return(BuildPath(currentTile, current));
            }

            List <GameTile> neighbours = new List <GameTile>();
            //find all appropriate neighbours
            Vector2 up         = current.mapPosition.GetPosition() + new Vector2(0, 1);
            Vector2 down       = current.mapPosition.GetPosition() + new Vector2(0, -1);
            Vector2 left       = current.mapPosition.GetPosition() + new Vector2(1, 0);
            Vector2 right      = current.mapPosition.GetPosition() + new Vector2(-1, 0);
            Vector2 NW         = current.mapPosition.GetPosition() + new Vector2(-1, 1);
            Vector2 NE         = current.mapPosition.GetPosition() + new Vector2(1, 1);
            Vector2 SW         = current.mapPosition.GetPosition() + new Vector2(-1, -1);
            Vector2 SE         = current.mapPosition.GetPosition() + new Vector2(1, -1);
            Vector2 currentLoc = current.mapPosition.GetPosition();
            //add appropriate neighbours
            neighbours.Add(mapBehavior.GetTileAt(up));
            neighbours.Add(mapBehavior.GetTileAt(down));
            neighbours.Add(mapBehavior.GetTileAt(left));
            neighbours.Add(mapBehavior.GetTileAt(right));
            neighbours.Add(mapBehavior.GetTileAt(NW));
            neighbours.Add(mapBehavior.GetTileAt(NE));
            neighbours.Add(mapBehavior.GetTileAt(SW));
            neighbours.Add(mapBehavior.GetTileAt(SE));

            /*
             * foreach neighbour of current
             *  if neighbour is not traversable or neighbour is in CLOSED
             *      skip to next neighbour
             *
             *  if new path to neighbour is shorter or neighbour is not in OPEN
             *      set F of neighbour
             *      set parent of neighbour to current
             *      if neighbour is not in OPEN
             *          add neighbour to OPEN
             */
            foreach (GameTile n in neighbours)
            {
                if (!n.isPassable() || CLOSED.Contains(n)) //instead we just check at 0
                {
                    continue;
                }

                //GameTile is clear for planning
                float newNeighbourCost = current.G + distance(current.mapPosition.GetPosition(), n.mapPosition.GetPosition());
                if (OPEN.Contains(n) == false || newNeighbourCost < distance(n.mapPosition.GetPosition(), currentLoc))
                {
                    n.G      = newNeighbourCost;
                    n.H      = distance(n.mapPosition.GetPosition(), goalTile.mapPosition.GetPosition());
                    n.F      = n.G + n.H;
                    n.parent = current;

                    if (!OPEN.Contains(n))
                    {
                        OPEN.Add(n);
                    }
                }
            }
        }
    }