Example #1
0
        /// <summary>
        /// Finds a path from own position to given position in maze.
        /// </summary>
        /// <returns>The path.</returns>
        /// <param name="map">Map.</param>
        /// <param name="start">Start.</param>
        /// <param name="end">End.</param>
        /// <param name="solution">Solution.</param>
        /// <param name="allowDiagonals">If set to <c>true</c> allow diagonals.</param>
        public AStarSearch.SearchState FindPath(Vec3di end, List <Vec3di> solution, bool allowDiagonals)
        {
            solution.Clear();

            AStarSearch astarsearch = new AStarSearch(map, ownPosition, end, allowDiagonals);

            AStarSearch.SearchState SearchState;

            do
            {
                SearchState = astarsearch.SearchStep();
            }while(SearchState == AStarSearch.SearchState.SEARCHING);

            if (SearchState == AStarSearch.SearchState.SUCCEEDED)
            {
                GridPosition mapPos = astarsearch.GetSolutionStart();

                while (mapPos != null)
                {
                    solution.Add(mapPos.Position);

                    mapPos = astarsearch.GetSolutionNext();
                }
                ;

                // Once you're done with the solution you can free the nodes up
                astarsearch.Cleanup();
            }
            else if (SearchState == AStarSearch.SearchState.FAILED)
            {
                //Zentronic.Debug.LogError("search terminated. Goal state not found!");
            }

            return(SearchState);
        }
Example #2
0
 public AStarSearch(Grid3di map, Vec3di start, Vec3di goal, bool AllowDiagonal)
 {
     searchState     = SearchState.NOT_INITIALISED;
     curSolutionNode = null;
     cancelRequested = false;
     SetStartAndGoalStates(map, start, goal);
     allowDiagonal = AllowDiagonal;
 }
Example #3
0
            public Cell(Vec3di position)
            {
                this.position = position;

                this.left  = true;
                this.right = true;
                this.upper = true;
                this.lower = true;
            }
        public int GetAt(Vec3di pos)
        {
            if (pos.x < 0 || pos.x >= _width || pos.y < 0 || pos.y >= _height || pos.z < 0 || pos.z >= _depth)
            {
                return(_borderCode);
            }

            return(_data[pos.x + pos.y * _width + pos.z * _width * _height]);
        }
Example #5
0
        private List <Cell> FindIntactNeighbours(Vec3di pos)
        {
            List <Cell> neighbours = new List <Cell>();

            // test left neighbour
            if (pos.x > 0)
            {
                Cell leftNeighbour = GetAt(pos.x - 1, pos.y);
                if (leftNeighbour.IsIntact())
                {
                    neighbours.Add(leftNeighbour);
                }
            }

            // test right neighbour
            if (pos.x < (w - 1))
            {
                Cell rightNeighbour = GetAt(pos.x + 1, pos.y);
                if (rightNeighbour.IsIntact())
                {
                    neighbours.Add(rightNeighbour);
                }
            }

            // above neighbour
            if (pos.y > 0)
            {
                Cell upperNeighbour = GetAt(pos.x, pos.y - 1);
                if (upperNeighbour.IsIntact())
                {
                    neighbours.Add(upperNeighbour);
                }
            }

            // below neighbour
            if (pos.y < (h - 1))
            {
                Cell lowerNeighbour = GetAt(pos.x, pos.y + 1);
                if (lowerNeighbour.IsIntact())
                {
                    neighbours.Add(lowerNeighbour);
                }
            }

            return(neighbours);
        }
Example #6
0
            // Set Start and goal states
            void SetStartAndGoalStates(Grid3di map, Vec3di start, Vec3di goal)
            {
                cancelRequested = false;

                startNode = new SearchNode(new GridPosition(map, start.x, start.y, start.z));
                endNode   = new SearchNode(new GridPosition(map, goal.x, goal.y, goal.z));

                searchState = SearchState.SEARCHING;

                // Initialise the AStar specific parts of the Start Node
                // The user only needs fill out the state information
                startNode.g        = 0;
                startNode.h        = startNode.position.EstimatedDistanceToNode(endNode.position);
                startNode.f        = startNode.g + startNode.h;
                startNode.prevNode = null;

                openNodes.Clear();
                // Push the start node on the Open list
                openNodes.Add(startNode);   // heap now unsorted

                // Initialise counter for search steps
                searchSteps = 0;
            }
Example #7
0
        private Cell FindRandomIntactNeighbour(Vec3di pos, float p1, float p2, float p3, float p4)
        {
            Cell leftNeighbour  = null;
            Cell rightNeighbour = null;
            Cell upperNeighbour = null;
            Cell lowerNeighbour = null;

            List <Cell> neighbours = new List <Cell>();

            // test left neighbour
            if (pos.x > 0)
            {
                leftNeighbour = GetAt(pos.x - 1, pos.y);

                if (!leftNeighbour.IsIntact())
                {
                    leftNeighbour = null;
                }
            }

            // test right neighbour
            if (pos.x < (w - 1))
            {
                rightNeighbour = GetAt(pos.x + 1, pos.y);

                if (!rightNeighbour.IsIntact())
                {
                    rightNeighbour = null;
                }
            }

            // above neighbour
            if (pos.y > 0)
            {
                upperNeighbour = GetAt(pos.x, pos.y - 1);

                if (!upperNeighbour.IsIntact())
                {
                    upperNeighbour = null;
                }
            }

            // below neighbour
            if (pos.y < (h - 1))
            {
                lowerNeighbour = GetAt(pos.x, pos.y + 1);

                if (!lowerNeighbour.IsIntact())
                {
                    lowerNeighbour = null;
                }
            }

            // draw random between 0 and 1
            float r = UnityEngine.Random.insideUnitCircle.magnitude;

            if (r < p1 && leftNeighbour != null)
            {
                return(leftNeighbour);
            }
            else if (r < p2 && rightNeighbour != null)
            {
                return(rightNeighbour);
            }
            else if (r < p3 && upperNeighbour != null)
            {
                return(upperNeighbour);
            }
            else if (r < p4 && lowerNeighbour != null)
            {
                return(lowerNeighbour);
            }

            // we could not deliver a prefered direction, so just return a random neighbour

            if (leftNeighbour != null)
            {
                neighbours.Add(leftNeighbour);
            }

            if (rightNeighbour != null)
            {
                neighbours.Add(rightNeighbour);
            }

            if (upperNeighbour != null)
            {
                neighbours.Add(upperNeighbour);
            }

            if (lowerNeighbour != null)
            {
                neighbours.Add(lowerNeighbour);
            }

            if (neighbours.Count > 0)
            {
                return(neighbours[UnityEngine.Random.Range(0, neighbours.Count)]);
            }

            return(null);
        }
Example #8
0
 public Cell GetAt(Vec3di p)
 {
     return(arr[p.x + p.y * w]);
 }
 public bool CompareXY(Vec3di pos)
 {
     return(x == pos.x && y == pos.y);
 }
Example #10
0
 public bool Compare(Vec3di pos)
 {
     return(x == pos.x && y == pos.y && z == pos.z);
 }
Example #11
0
 public Vec3di(Vec3di P)
 {
     x = P.x;
     y = P.y;
     z = P.z;
 }
Example #12
0
            // This generates the successors to the given Node. It uses a helper function called
            // AddSuccessor to give the successors to the AStar class. The A* specific initialisation
            // is done for each node internally, so here you just set the state information that
            // is specific to the application
            public void FindSuccessors(AStarSearch curSearch, GridPosition parent_node, bool allowDiagonal)
            {
                Vec3di pos_parent = new Vec3di(-1, -1, -1);

                if (parent_node != null)
                {
                    pos_parent = parent_node.pos;
                }

                Vec3di PosUpLeft    = new Vec3di(pos.x - 1, pos.y + 1, pos.z);
                Vec3di PosUpRight   = new Vec3di(pos.x + 1, pos.y + 1, pos.z);
                Vec3di PosDownLeft  = new Vec3di(pos.x - 1, pos.y - 1, pos.z);
                Vec3di PosDownRight = new Vec3di(pos.x + 1, pos.y - 1, pos.z);

                Vec3di PosUp   = new Vec3di(pos.x, pos.y + 1, pos.z);
                Vec3di PosLeft = new Vec3di(pos.x - 1, pos.y, pos.z);

                Vec3di PosRight = new Vec3di(pos.x + 1, pos.y, pos.z);
                Vec3di PosDown  = new Vec3di(pos.x, pos.y - 1, pos.z);

                Vec3di PosAbove = new Vec3di(pos.x, pos.y, pos.z + 1);
                Vec3di PosBelow = new Vec3di(pos.x, pos.y, pos.z - 1);

                if (allowDiagonal)
                {
                    if ((grid.GetAt(PosUpLeft) != grid.BorderCode) && PosUpLeft.Compare(pos_parent) == false)
                    {
                        // we have pos UpLeft, now check if at lest Up or left are maze
                        if (grid.GetAt(PosLeft) != grid.BorderCode || grid.GetAt(PosUp) != grid.BorderCode)
                        {
                            curSearch.AddSuccessor(new GridPosition(grid, PosUpLeft));
                        }
                    }

                    if ((grid.GetAt(PosUpRight) != grid.BorderCode) && PosUpRight.Compare(pos_parent) == false)
                    {
                        // we have pos UpLeft, now check if at lest Up or left are maze
                        if (grid.GetAt(PosRight) != grid.BorderCode || grid.GetAt(PosUp) != grid.BorderCode)
                        {
                            curSearch.AddSuccessor(new GridPosition(grid, PosUpRight));
                        }
                    }

                    if ((grid.GetAt(PosDownLeft) != grid.BorderCode) && PosDownLeft.Compare(pos_parent) == false)
                    {
                        // we have pos UpLeft, now check if at lest Up or left are maze
                        if (grid.GetAt(PosLeft) != grid.BorderCode || grid.GetAt(PosDown) != grid.BorderCode)
                        {
                            curSearch.AddSuccessor(new GridPosition(grid, PosDownLeft));
                        }
                    }

                    if ((grid.GetAt(PosDownRight) != grid.BorderCode) && PosDownRight.Compare(pos_parent) == false)
                    {
                        // we have pos UpLeft, now check if at lest Up or left are maze
                        if (grid.GetAt(PosRight) != grid.BorderCode || grid.GetAt(PosDown) != grid.BorderCode)
                        {
                            curSearch.AddSuccessor(new GridPosition(grid, PosDownRight));
                        }
                    }
                }

                // push each possible move except allowing the search to go backwards
                if ((grid.GetAt(PosLeft) != grid.BorderCode) && PosLeft.Compare(pos_parent) == false)
                {
                    curSearch.AddSuccessor(new GridPosition(grid, PosLeft));
                }

                if ((grid.GetAt(PosDown) != grid.BorderCode) && PosDown.Compare(pos_parent) == false)
                {
                    curSearch.AddSuccessor(new GridPosition(grid, PosDown));
                }

                if ((grid.GetAt(PosRight) != grid.BorderCode) && PosRight.Compare(pos_parent) == false)
                {
                    curSearch.AddSuccessor(new GridPosition(grid, PosRight));
                }

                if ((grid.GetAt(PosUp) != grid.BorderCode) && PosUp.Compare(pos_parent) == false)
                {
                    curSearch.AddSuccessor(new GridPosition(grid, PosUp));
                }

                if ((grid.GetAt(PosAbove) != grid.BorderCode) && PosAbove.Compare(pos_parent) == false)
                {
                    curSearch.AddSuccessor(new GridPosition(grid, PosAbove));
                }

                if ((grid.GetAt(PosBelow) != grid.BorderCode) && PosBelow.Compare(pos_parent) == false)
                {
                    curSearch.AddSuccessor(new GridPosition(grid, PosBelow));
                }
            }
Example #13
0
 public GridPosition(Grid3di Map, Vec3di p)
 {
     grid = Map;
     pos  = p;
 }
Example #14
0
 public GridPosition(Grid3di Map, int px, int py, int pz)
 {
     grid = Map;
     pos  = new Vec3di(px, py, pz);
 }
Example #15
0
 public GridPosition(Grid3di Map)
 {
     grid = Map;
     pos  = new Vec3di();
 }