Exemple #1
0
        /// <summary>
        /// This algorithm does a precise smooth of the path, making it as good as it can get,
        /// but using CPU more intesively
        /// </summary>
        /// <param name="entity">The entity that´s going to move through the path</param>
        /// <param name="path">The path the algorithm is going to try to smooth</param>
        /// <remarks>
        /// The check done for the edge information can fail sometimes, it depends on the map type.
        /// In complex maps a more carefully check should be done to see if the entity can reach the next edge
        /// end-point without changing its movement behavior (traversing the same terrain type)
        /// </remarks>
        public static void PathSmoothPrecise(MovingEntity entity, List <NavigationEdge> path)
        {
            int i, j;

            i = 0;

            //This method does the smoothing check between all pairs of nodes trying to see if edges can be removed from the path
            while (i < path.Count)
            {
                j = i + 1;

                while (j < path.Count)
                {
                    if (entity.CanMoveBetween(path[i].Start, path[j].End) && path[i].Information == path[j].Information)
                    {
                        path[i].End = path[j].End;
                        path.RemoveRange(i, j - i);
                        i = j;
                        i--;
                    }

                    else
                    {
                        j++;
                    }
                }

                i++;
            }
        }
Exemple #2
0
        /// <summary>
        /// This method requests a time-sliced search to a position
        /// </summary>
        /// <param name="position">The destination of the search</param>
        /// <returns>
        /// True if the search can take place (even if later it fails). False if it can´t take place: the start or end positions are
        /// unreachable for the owner entity (they are out of the geometry or another kind of problem)
        /// </returns>
        /// <remarks>A* is used by default as search algorithm</remarks>
        public bool RequestPathToPosition(Vector3 position)
        {
            int closestNodeToEntity, closestNodeToDestination;

            PathManager <T> .Instance.Unregister(this);

            destination = position;

            //If the entity can reach the destination directly, there´s no need to request a search
            if (owner.CanMoveBetween(owner.Position, destination) == true)
            {
                MessageManagerRouter.Instance.SendMessage(0, owner.ID, 0, MessageType.PathReady, null);
                return(true);
            }

            //Get the closest node to the entity
            closestNodeToEntity = ClosestNodeToPosition(owner.Position);
            if (closestNodeToEntity == NoNodeFound)
            {
                return(false);
            }

            //Get the cloest node to the destination
            closestNodeToDestination = ClosestNodeToPosition(destination);
            if (closestNodeToDestination == NoNodeFound)
            {
                return(false);
            }

            //Initialize the search
            search.Initialize(closestNodeToEntity, closestNodeToDestination);

            //Register the search in the PathManager
            PathManager <T> .Instance.Register(this);

            return(true);
        }
Exemple #3
0
        /// <summary>
        /// This algorithm does a quick smooth of the path, enough to make it much more better looking
        /// and without using too much CPU
        /// </summary>
        /// <param name="entity">The entity that´s going to move through the path</param>
        /// <param name="path">The path the algorithm is going to try to smooth</param>
        /// <remarks>
        /// The check done for the edge information can fail sometimes, it depends on the map type.
        /// In complex maps a more carefully check should be done to see if the entity can reach the next edge
        /// end-point without changing its movement behavior (traversing the same terrain type)
        /// </remarks>
        public static void PathSmoothQuick(MovingEntity entity, List <NavigationEdge> path)
        {
            int i, j;

            i = 0;
            j = 1;

            //Move through all the edges of the path testing if the entity can move through 2 non-consecutive points
            //and the edge information is the same in the edges to smooth
            while (j < path.Count)
            {
                if (entity.CanMoveBetween(path[i].Start, path[j].End) && path[i].Information == path[j].Information)
                {
                    path[i].End = path[j].End;
                    path.RemoveAt(j);
                }

                else
                {
                    i = j;
                    j++;
                }
            }
        }