public void generateMoves(Unit myUnit)
    {
        // start with a blank nav list
        navList = null;
        // init the closed list
        closedList = new bool[13, 13];
        // make a NavNode heap
        heap = new NavHeap(60, false);

        // get the move allowance from stats: defense/attack/move/HP
        moves = myUnit.getStats()[2];

        // grab x/y for the center/start tile
        startX = myUnit.getX();
        startY = myUnit.getY();

        // make a NavNode for the start
        currentNode               = new NavNode();
        currentNode.x             = startX;
        currentNode.y             = startY;
        currentNode.totalMoveCost = 0;

        // calculate transform numbers for the closed list
        transX = startX - 6;
        transY = startY - 6;

        // loop to greedy search out paths
        do
        {
            // add viable neighbors to the current node to the heap
            // up
            addNeighbor(currentNode.x, (currentNode.y + 1));
            // down
            addNeighbor(currentNode.x, (currentNode.y - 1));
            // left
            addNeighbor((currentNode.x - 1), currentNode.y);
            // right
            addNeighbor((currentNode.x + 1), currentNode.y);

            // add current node to nav list
            currentNode.nextNode = navList;
            navList = currentNode;

            // add current node to the closed list
            //Debug.Log("Adding tile (" + (currentNode.x - transX - 6) + ","+
            //(currentNode.y - transY - 6) + ") to closed list.");
            closedList[(currentNode.x - transX), (currentNode.y - transY)] = true;

            // get the next best node from the heap
            currentNode = heap.pop();
        } while (currentNode != null);

        // deploy the list of navigatable nodes (except the last one (starting node))
        while (navList.nextNode != null)
        {
            // deploy a move indicator to location at nav node's location
            tileStack.deployTile(navList.x, navList.y, myUnit);
            // get next node in the list
            navList = navList.nextNode;
        }
    }
Example #2
0
    private void pickMove()
    {
        // start with a blank nav list
        navList = null;
        // init the closed list
        closedList = new bool[13, 13];
        // make the NavNode heap(s)
        movesHeap = new NavHeap(60, false);

        // get the move allowance from stats: defense/attack/move/HP
        moves = currentUnit.getStats()[2];

        // grab x/y for the center/start tile
        startX = currentUnit.getX();
        startY = currentUnit.getY();

        // make a NavNode for the start
        currentNode               = new NavNode();
        currentNode.x             = startX;
        currentNode.y             = startY;
        currentNode.totalMoveCost = 0;
        bestNode = currentNode;

        // calculate transform numbers for the closed list
        transX = startX - 6;
        transY = startY - 6;

        // loop to greedy search out paths
        do
        {
            // add viable neighbors to the current node to the heap
            // up
            addNeighbor(currentNode.x, (currentNode.y + 1));
            // down
            addNeighbor(currentNode.x, (currentNode.y - 1));
            // left
            addNeighbor((currentNode.x - 1), currentNode.y);
            // right
            addNeighbor((currentNode.x + 1), currentNode.y);

            // add current node to nav list
            currentNode.nextNode = navList;
            navList = currentNode;

            // add current node to the closed list
            closedList[(currentNode.x - transX), (currentNode.y - transY)] = true;

            // get the next best node from the heap
            currentNode = movesHeap.pop();
        } while (currentNode != null);

        // go through the navList and find the max f
        maxF = 0;
        while (navList != null)
        {
            if (navList.f > maxF)
            {
                maxF     = navList.f;
                bestNode = navList;
            }
            navList = navList.nextNode;
        }

        // move the current unit to the best node
        currentUnit.move(bestNode.x, bestNode.y);
    }