Esempio n. 1
0
    /// <summary>
    /// Returns path in start-end order if found, otherwise an empty list
    /// </summary>
    public static List <Node> FindPath(int startX, int startY, int endX, int endY)
    {
        int searchID = Random.Range(0, int.MaxValue);

        // Variable definition
        Node startNode = Grid.GetNode(startX, startY);
        Node endNode   = Grid.GetNode(endX, endY);

        Transform      startObject = startNode.nodeObject;
        BuildingScript startBs     = null;

        if (startObject)
        {
            startBs = startObject.GetComponent <BuildingScript>();
        }
        if (startBs)
        {
            if (startBs.HasEntry)
            {
                startNode = startBs.EntryNode();
            }
        }

        Transform      endObject = endNode.nodeObject;
        BuildingScript endBs     = null;

        if (endObject)
        {
            endBs = endObject.GetComponent <BuildingScript>();
        }
        Node realEndNode = endNode;

        if (endBs)
        {
            if (endBs.HasEntry)
            {
                realEndNode = endBs.CenterNode();
                endNode     = endBs.EntryNode();
            }
        }

        // if (endObject != null && (endObject.tag == "NatureObjectScript" || (endObject.tag == "Building" && endObject.GetComponent<BuildingScript>().GetBuilding().walkable))) endObject = null;

        Node currentNode = startNode;

        List <Node> path     = new List <Node>();
        List <Node> openlist = new List <Node>();

        // Reset first node
        currentNode.Reset(searchID, endX, endY);

        // Begin with currentNode = startNode
        openlist.Add(currentNode);
        currentNode.onOpenList = true;

        // Count to prevent stalls
        int loopCount = 0;

        while (openlist.Count != 0)
        {
            loopCount++;
            if (loopCount > 10000)
            {
                break;
            }

            // Get node with minimum F-Value
            currentNode = GetMin(openlist);
            openlist.RemoveAt(0);
            currentNode.onOpenList = false;
            //openlist.Remove(currentNode);

            // If we have reached the endNode, we have found a path
            if (currentNode == endNode)
            {
                // Bcktrack path to start node
                path.Add(currentNode);
                while (currentNode != startNode)
                {
                    currentNode = currentNode.GetParent();
                    path.Add(currentNode);
                }
                // Return path in start-end order
                path.Reverse();
                break;
            }

            // add current node to closed list
            currentNode.onClosedList = true;

            int cx = currentNode.gridX;
            int cy = currentNode.gridY;

            // Find neighbours of currentNode
            int[] dx = { 1, -1, 0, 0, 1, -1, 1, -1 };
            int[] dy = { 0, 0, 1, -1, 1, -1, -1, 1 };
            // Weight of diagonal moves are sqrt(2)
            float[] weight = { 1, 1.4f };
            for (int i = 0; i < 8; i++)
            {
                // Check if neghbour exists in grid
                if (!Grid.ValidNode(cx + dx[i], cy + dy[i]))
                {
                    continue;
                }

                Node neighbour = Grid.GetNode(cx + dx[i], cy + dy[i]);
                if (neighbour.id != searchID)
                {
                    neighbour.Reset(searchID, endX, endY);
                }

                // Only update neighbour, if not already closed and if walkable
                if (neighbour.onClosedList || (!neighbour.IsPath() && (neighbour.IsOccupied() && !neighbour.objectWalkable) &&
                                               (startObject == null || neighbour.nodeObject != startObject || (startBs && startBs.HasEntry)) &&
                                               (endObject == null || neighbour.nodeObject != endObject || (endBs && endBs.HasEntry)) && neighbour != endNode))
                {
                    continue;
                }

                // Set tentative G-Value
                float tg = currentNode.GetG() + weight[i / 4] * currentNode.Weight() * neighbour.Weight();

                bool contains = neighbour.onOpenList;

                // Only update G-Value of neighbour, if lower
                if (contains && tg >= neighbour.GetG())
                {
                    continue;
                }

                // Update neighbour
                neighbour.SetParent(currentNode);
                neighbour.SetG(tg);

                // Add neighbour to openList if not already contained
                if (!contains)
                {
                    InsertNode(openlist, neighbour);
                    neighbour.onOpenList = true;
                }
            }
        }

        // Code for staright path

        /*while (true)
         * {
         *  path.Add(currentNode);
         *
         *  int dx = endX - currentNode.gridX;
         *  int dy = endY - currentNode.gridY;
         *
         *  int dxx = 0; int dyy = 0;
         *
         *  if (dx > 0) dxx = 1;
         *  else if (dx < 0) dxx = -1;
         *  if (dy > 0) dyy = 1;
         *  else if (dy < 0) dyy = -1;
         *
         *  if (dx == 0 && dy == 0) break;
         *
         *  currentNode = Grid.GetNode(currentNode.gridX + dxx, currentNode.gridY + dyy);
         * }*/

        if (!startBs || !startBs.HasEntry)
        {
            path.Remove(startNode);
        }

        /*if (endNode.nodeObject != null && endNode.nodeObject.tag == "Tree")
         * {
         *  path.Remove(endNode);
         * }*/

        if (realEndNode != endNode && (endBs == null || !endBs.HasEntry))
        {
            path.Add(realEndNode);
        }

        return(path);
    }