Esempio n. 1
0
    public void drawLinePathfindHallways()
    {
        DungeonPathfinder3D aStar = new DungeonPathfinder3D(size);

        foreach (var edge in selectedEdges)
        {
            var startRoom = (edge.U as Vertex <Room>).Item;
            var endRoom   = (edge.V as Vertex <Room>).Item;

            var startPosf = startRoom.bounds.center;
            var endPosf   = endRoom.bounds.center;
            var startPos  = new Vector3Int((int)startPosf.x, (int)startPosf.y, (int)startPosf.z);
            var endPos    = new Vector3Int((int)endPosf.x, (int)endPosf.y, (int)endPosf.z);

            var path = aStar.FindPath(startPos, endPos, (DungeonPathfinder3D.Node a, DungeonPathfinder3D.Node b) => {
                var pathCost = new DungeonPathfinder3D.PathCost();

                var delta = b.Position - a.Position;

                if (delta.y == 0)
                {
                    //flat hallway
                    pathCost.cost = Vector3Int.Distance(b.Position, endPos);    //heuristic

                    if (grid[b.Position] == CellType.Stairs)
                    {
                        return(pathCost);
                    }
                    else if (grid[b.Position] == CellType.Room)
                    {
                        pathCost.cost += 5;
                    }
                    else if (grid[b.Position] == CellType.None)
                    {
                        pathCost.cost += 1;
                    }

                    pathCost.traversable = true;
                }
                else
                {
                    //staircase
                    if ((grid[a.Position] != CellType.None && grid[a.Position] != CellType.Hallway) ||
                        (grid[b.Position] != CellType.None && grid[b.Position] != CellType.Hallway))
                    {
                        return(pathCost);
                    }

                    pathCost.cost = 100 + Vector3Int.Distance(b.Position, endPos);    //base cost + heuristic

                    int xDir = Mathf.Clamp(delta.x, -1, 1);
                    int zDir = Mathf.Clamp(delta.z, -1, 1);
                    Vector3Int verticalOffset   = new Vector3Int(0, delta.y, 0);
                    Vector3Int horizontalOffset = new Vector3Int(xDir, 0, zDir);

                    if (!grid.InBounds(a.Position + verticalOffset) ||
                        !grid.InBounds(a.Position + horizontalOffset) ||
                        !grid.InBounds(a.Position + verticalOffset + horizontalOffset))
                    {
                        return(pathCost);
                    }

                    if (grid[a.Position + horizontalOffset] != CellType.None ||
                        grid[a.Position + horizontalOffset * 2] != CellType.None ||
                        grid[a.Position + verticalOffset + horizontalOffset] != CellType.None ||
                        grid[a.Position + verticalOffset + horizontalOffset * 2] != CellType.None)
                    {
                        return(pathCost);
                    }

                    pathCost.traversable = true;
                    pathCost.isStairs    = true;
                }

                return(pathCost);
            });

            if (path != null)
            {
                for (int i = 0; i < path.Count; i++)
                {
                    var current = path[i];

                    if (grid[current] == CellType.None)
                    {
                        grid[current] = CellType.Hallway;
                    }

                    if (i > 0)
                    {
                        var prev = path[i - 1];

                        var delta = current - prev;

                        if (delta.y != 0) //y轴不同,涉及上楼或下楼的
                        {
                            int        xDir             = Mathf.Clamp(delta.x, -1, 1);
                            int        zDir             = Mathf.Clamp(delta.z, -1, 1);
                            Vector3Int verticalOffset   = new Vector3Int(0, delta.y, 0);
                            Vector3Int horizontalOffset = new Vector3Int(xDir, 0, zDir);

                            grid[prev + horizontalOffset]     = CellType.Stairs;
                            grid[prev + horizontalOffset * 2] = CellType.Stairs;
                            grid[prev + verticalOffset + horizontalOffset]     = CellType.Stairs;
                            grid[prev + verticalOffset + horizontalOffset * 2] = CellType.Stairs;
                            Debug.LogWarning("PlaceStairs");

                            /*
                             * PlaceStairs(prev + horizontalOffset);
                             * PlaceStairs(prev + horizontalOffset * 2);
                             * PlaceStairs(prev + verticalOffset + horizontalOffset);
                             * PlaceStairs(prev + verticalOffset + horizontalOffset * 2);
                             */
                        }

                        Debug.DrawLine(prev + new Vector3(0.5f, 0.5f, 0.5f), current + new Vector3(0.5f, 0.5f, 0.5f), Color.red, 100, false);
                    }
                }


                foreach (var pos in path)
                {
                    if (grid[pos] == CellType.Hallway)
                    {
                        // PlaceHallway(pos);
                        //Debug.LogWarning("PlaceHallway");
                    }
                }
            }
        }
    }
    public List <Vector3Int> FindPath(Vector3Int start, Vector3Int end, Func <Node, Node, PathCost> costFunction)
    {
        ResetNodes();
        queue.Clear();
        closed.Clear();

        queue  = new SimplePriorityQueue <Node, float>();
        closed = new HashSet <Node>();

        grid[start].Cost = 0;
        queue.Enqueue(grid[start], 0);

        while (queue.Count > 0)
        {
            Node node = queue.Dequeue();
            closed.Add(node);

            if (node.Position == end)
            {
                return(ReconstructPath(node));
            }

            foreach (var offset in neighbors)
            {
                if (!grid.InBounds(node.Position + offset))
                {
                    continue;
                }
                var neighbor = grid[node.Position + offset];
                if (closed.Contains(neighbor))
                {
                    continue;
                }

                if (node.PreviousSet.Contains(neighbor.Position))
                {
                    continue;
                }

                var pathCost = costFunction(node, neighbor);
                if (!pathCost.traversable)
                {
                    continue;
                }

                if (pathCost.isStairs)
                {
                    int        xDir             = Mathf.Clamp(offset.x, -1, 1);
                    int        zDir             = Mathf.Clamp(offset.z, -1, 1);
                    Vector3Int verticalOffset   = new Vector3Int(0, offset.y, 0);
                    Vector3Int horizontalOffset = new Vector3Int(xDir, 0, zDir);

                    if (node.PreviousSet.Contains(node.Position + horizontalOffset) ||
                        node.PreviousSet.Contains(node.Position + horizontalOffset * 2) ||
                        node.PreviousSet.Contains(node.Position + verticalOffset + horizontalOffset) ||
                        node.PreviousSet.Contains(node.Position + verticalOffset + horizontalOffset * 2))
                    {
                        continue;
                    }
                }

                float newCost = node.Cost + pathCost.cost;

                if (newCost < neighbor.Cost)
                {
                    neighbor.Previous = node;
                    neighbor.Cost     = newCost;

                    if (queue.TryGetPriority(node, out float existingPriority))
                    {
                        queue.UpdatePriority(node, newCost);
                    }
                    else
                    {
                        queue.Enqueue(neighbor, neighbor.Cost);
                    }

                    neighbor.PreviousSet.Clear();
                    neighbor.PreviousSet.UnionWith(node.PreviousSet);
                    neighbor.PreviousSet.Add(node.Position);

                    if (pathCost.isStairs)
                    {
                        int        xDir             = Mathf.Clamp(offset.x, -1, 1);
                        int        zDir             = Mathf.Clamp(offset.z, -1, 1);
                        Vector3Int verticalOffset   = new Vector3Int(0, offset.y, 0);
                        Vector3Int horizontalOffset = new Vector3Int(xDir, 0, zDir);

                        neighbor.PreviousSet.Add(node.Position + horizontalOffset);
                        neighbor.PreviousSet.Add(node.Position + horizontalOffset * 2);
                        neighbor.PreviousSet.Add(node.Position + verticalOffset + horizontalOffset);
                        neighbor.PreviousSet.Add(node.Position + verticalOffset + horizontalOffset * 2);
                    }
                }
            }
        }

        return(null);
    }