static public Vector3 HexPoint3ToWorldPoint(HexPoint3 hexPoint, HexGrid hexGrid) { return(hexGrid.HexAxialToCartesian(new Vector2(hexPoint.q, hexPoint.r))); }
public static List <Vector3> GetDynamicPathToDestination(List <PointWithCost> startPointList, Vector3 goal, float movementBudget, AbstractActor unit, bool shouldSprint, List <AbstractActor> lanceUnits, PathNodeGrid pathGrid, float targetRadius, bool actorAware = false) { HexGrid hexGrid = unit.Combat.HexGrid; if (shouldSprint && unit.CanSprint) { unit.Pathing.SetSprinting(); } else { unit.Pathing.SetWalking(); } HexPoint3 goalPoint = hexGrid.GetClosestHexPoint3OnGrid(goal); List <PointWithCost> pathLatticePoints = FindPath(startPointList, goalPoint, unit, shouldSprint ? MoveType.Sprinting : MoveType.Walking, targetRadius, actorAware); if ((pathLatticePoints == null) || (pathLatticePoints.Count == 0)) { // can't find a path(!) return(null); } // Dig, if you will: // A - Current unit position // B - a point on the edge between short range and long range pathfinding // C - the goal point // FindPath returned a path from B to C // pathLatticePoints[0] is B // walking backward through parents gets us the path from A to B List <PathNode> pathNodes = new List <PathNode>(); PathNode walkNode = pathLatticePoints[0].pathNode; while (walkNode != null) { pathNodes.Insert(0, walkNode); walkNode = walkNode.Parent; } List <Vector3> longRangePathWorldPoints = pathLatticePoints.ConvertAll(x => hexGrid.HexPoint3ToCartesianWorld(x.point)); List <Vector3> pathWorldPoints = pathNodes.ConvertAll(x => x.Position); pathWorldPoints.AddRange(longRangePathWorldPoints); // we have now spliced the A->B path together with the B->C path to have a A->C path if (longRangePathWorldPoints.Count == 1) { // if the B->C path is just one node, it's just B, so just return the A->C path, // which is just the A->B path, which we can do all in one go. return(pathWorldPoints); } // Debug Draw Path float scale = 1.0f; for (int pathIndex = 0; pathIndex < pathWorldPoints.Count - 1; ++pathIndex) { int nextIndex = pathIndex + 1; Vector3 p0 = pathWorldPoints[pathIndex]; Vector3 p1 = pathWorldPoints[nextIndex]; scale = (p1 - p0).magnitude; for (int dx = -1; dx <= 1; ++dx) { for (int dz = -1; dz <= 1; ++dz) { Vector3 offset = new Vector3(dx * scale * 0.1f, 0, dz * scale * 0.1f); Debug.DrawLine(p0 + offset, p1 + offset, Color.red, 30.0f); } } } drawCircle(unit.CurrentPosition, scale * 0.4f, Color.cyan, 30.0f); drawCircle(goal, scale * 0.4f, Color.magenta, 30.0f); drawCircle(pathWorldPoints[0], scale * 0.3f, Color.red, 30.0f); drawCircle(pathWorldPoints[0], scale * 0.35f, Color.white, 30.0f); drawCircle(pathWorldPoints[0], scale * 0.4f, Color.blue, 30.0f); // TODO/dlecompte push this up to filter our selection of path nodes, above. float spread = unit.BehaviorTree.GetBehaviorVariableValue( unit.Combat.TurnDirector.IsInterleaved ? BehaviorVariableName.Float_InterleavedLanceSpreadDistance : BehaviorVariableName.Float_NonInterleavedLanceSpreadDistance).FloatVal; drawCircle(unit.CurrentPosition, spread, Color.green, 30.0f); Debug.Assert(pathWorldPoints.Count >= 2); // already tested this, above. float accumDistance = 0.0f; Vector3 clipPoint = goal; // Now we walk along the pathWorldPoints, snapping them to grid points. // We want to take the point furthest along the path that doesn't alias to an earlier point. // Also, nodes must be "safe" from artillery // Also, we want to make sure that it's the furthest point within our movement budget and within our lance spread. // MUST BE : within movement budget, not an alias to an earlier point // IF any points exist inside lance spread, pick last point inside lance spread, else last point. List <Vector3> dedupedSnappedPointsList = new List <Vector3>(); List <Vector3> snappedPointsInOrder = new List <Vector3>(); List <Vector3> nextPointsInOrder = new List <Vector3>(); List <bool> pointsInSpreadRangeList = new List <bool>(); List <bool> isNewGroundList = new List <bool>(); float ROUNDING_RADIUS = 1.0f; bool wasEverInside = false; for (int pointIndex = 0; (pointIndex < pathWorldPoints.Count) && (accumDistance <= movementBudget); ++pointIndex) { Vector3 thisPoint = pathWorldPoints[pointIndex]; Vector3 nextPoint = goal; if (pointIndex + 1 < pathWorldPoints.Count) { nextPoint = pathWorldPoints[pointIndex + 1]; } Vector3 thisSnappedPoint = unit.Combat.HexGrid.GetClosestPointOnGrid(thisPoint); if (!IsLocationSafe(unit.Combat, thisSnappedPoint)) { continue; } snappedPointsInOrder.Add(thisSnappedPoint); nextPointsInOrder.Add(nextPoint); bool pointIsInsideSpread = AIUtil.IsPositionWithinLanceSpread(unit, lanceUnits, thisSnappedPoint); wasEverInside |= pointIsInsideSpread; pointsInSpreadRangeList.Add(pointIsInsideSpread); bool alreadyVisited = isPointInList(thisSnappedPoint, dedupedSnappedPointsList, ROUNDING_RADIUS); isNewGroundList.Add(!alreadyVisited); if (!alreadyVisited) { dedupedSnappedPointsList.Add(thisSnappedPoint); } if (pointIndex + 1 < pathWorldPoints.Count) { accumDistance += (nextPoint - thisPoint).magnitude; } } if (wasEverInside) { // find the last point of our list that is "new ground" and inside for (int i = snappedPointsInOrder.Count - 1; i >= 0; --i) { if (isNewGroundList[i] && pointsInSpreadRangeList[i]) { clipPoint = snappedPointsInOrder[i]; break; } } } if ((!wasEverInside) || ((clipPoint - unit.CurrentPosition).magnitude < 1.0f)) { // find the last point of our list that is "new ground" for (int i = snappedPointsInOrder.Count - 1; i >= 0; --i) { if (isNewGroundList[i]) { clipPoint = snappedPointsInOrder[i]; break; } } } for (int i = snappedPointsInOrder.Count - 1; i >= 0; --i) { drawCircle(snappedPointsInOrder[i], scale * 0.2f, new Color(0.5f, 0.5f, 0.0f), 30.0f); if (pointsInSpreadRangeList[i]) { drawCircle(snappedPointsInOrder[i], scale * 0.25f, new Color(0.0f, 1.0f, 0.0f), 30.0f); } } //Vector3 resultPos = clipPoint; drawCircle(clipPoint, scale * 0.4f, new Color(1.0f, 0.5f, 0.0f), 30.0f); return(snappedPointsInOrder); }
/// <summary> /// Finds a path from any of start to goal, such that the path has no links that are steeper than the unit's maxGrade. /// </summary> /// <returns>The path.</returns> /// <param name="startPointList">List of PointWithDistances for points to start from</param> /// <param name="snappedGoalPoint">HexPoint3 to go to</param> /// <param name="unit">moving unit</param> /// <param name="moveType">move type - walk, sprint</param> /// <param name="targetRadius">how close to get to the target</param> /// <param name="actorAware">Discard nodes where other actors reside</param> public static List <PointWithCost> FindPath(List <PointWithCost> startPointList, HexPoint3 snappedGoalPoint, AbstractActor unit, MoveType moveType, float targetRadius, bool actorAware) { MapMetaData mapMetaData = unit.Combat.MapMetaData; HexGrid hexGrid = unit.Combat.HexGrid; unit.Pathing.MoveType = moveType; List <AbstractActor> actors = null; bool startedInEncounterBounds = false; BattleTech.Designed.EncounterBoundaryChunkGameLogic boundaryChunk = unit.Combat.EncounterLayerData.encounterBoundaryChunk; for (int spi = 0; spi < startPointList.Count; ++spi) { PointWithCost sp = startPointList[spi]; //Vector3 wp = HexPoint3ToWorldPoint(sp.point, hexGrid); if (boundaryChunk.IsInEncounterBounds(unit.CurrentPosition)) { startedInEncounterBounds = true; break; } } actorAware = unit.BehaviorTree.GetBehaviorVariableValue(BehaviorVariableName.Bool_EnableLongRangePathfindingBeActorAware).BoolVal ? true : actorAware; if (actorAware) { actors = unit.Combat.AllActors; actors.Remove(unit); } List <PointWithCost> path = new List <PointWithCost>(); HeapQueue <PointWithCost> openHeap = new HeapQueue <PointWithCost>(); Dictionary <HexPoint3, float> bestCostDict = new Dictionary <HexPoint3, float>(); Dictionary <HexPoint3, PointWithCost> bestPrevPoint = new Dictionary <HexPoint3, PointWithCost>(); Vector3 worldGoalPoint = HexPoint3ToWorldPoint(snappedGoalPoint, hexGrid); float bestPathCost = float.MaxValue; bool anyPathFound = false; PointWithCost bestGoalPoint = new PointWithCost(new HexPoint3(-4000, -4000), float.MaxValue, float.MaxValue); for (int startIndex = 0; startIndex < startPointList.Count; ++startIndex) { PointWithCost pwd = startPointList[startIndex]; openHeap.Push(pwd); bestCostDict[pwd.point] = pwd.cost; bestPrevPoint[pwd.point] = null; Vector3 wp = HexPoint3ToWorldPoint(pwd.point, hexGrid); if ((pwd.point.Equals(snappedGoalPoint)) || (AIUtil.Get2DDistanceBetweenVector3s(wp, worldGoalPoint) < targetRadius)) { if (pwd.cost < bestPathCost) { anyPathFound = true; bestPathCost = pwd.cost; bestGoalPoint = pwd; } } } while (!openHeap.IsEmpty()) { PointWithCost ptWithCost = openHeap.PopMinimum(); if (ptWithCost.estimatedTotalCost > bestPathCost) { continue; } Vector3 worldPoint = HexPoint3ToWorldPoint(ptWithCost.point, hexGrid); if (actorAware && CheckForOccupiedPoint(actors, worldPoint)) { continue; } if (startedInEncounterBounds && (!boundaryChunk.IsInEncounterBounds(worldPoint))) { continue; } for (int direction = 0; direction < 6; ++direction) { HexPoint3 neighborHexPoint = ptWithCost.point.Step(direction, 1); Vector3 neighborWorldPoint = HexPoint3ToWorldPoint(neighborHexPoint, hexGrid); if ((!mapMetaData.IsWithinBounds(neighborWorldPoint)) || (unit.Pathing.CurrentGrid.FindBlockerReciprocal(worldPoint, neighborWorldPoint))) { continue; } Debug.DrawLine(worldPoint, neighborWorldPoint, Color.yellow, 15.0f); float linkCost = unit.Pathing.CurrentGrid.GetTerrainModifiedCost(worldPoint, neighborWorldPoint); float newCost = ptWithCost.cost + linkCost; if (newCost >= bestPathCost) { continue; } if ((!bestCostDict.ContainsKey(neighborHexPoint)) || (newCost < bestCostDict[neighborHexPoint])) { bestCostDict[neighborHexPoint] = newCost; bestPrevPoint[neighborHexPoint] = ptWithCost; if ((neighborHexPoint.Equals(snappedGoalPoint)) || ((neighborWorldPoint - worldGoalPoint).magnitude < targetRadius)) { if (newCost < bestPathCost) { anyPathFound = true; bestPathCost = newCost; bestGoalPoint = new PointWithCost(neighborHexPoint, newCost, 0.0f); } } else { Vector3 remainingDistance = (worldGoalPoint - neighborWorldPoint); float estRemainingCost = remainingDistance.magnitude; openHeap.Push(new PointWithCost(neighborHexPoint, newCost, newCost + estRemainingCost)); } } } } if (anyPathFound) { PointWithCost p = bestGoalPoint; path.Add(p); while (bestPrevPoint.ContainsKey(p.point)) { PointWithCost prevPoint = bestPrevPoint[p.point]; if ((prevPoint == null) || (path.Contains(prevPoint))) { break; } path.Insert(0, prevPoint); p = prevPoint; } } else { // draw the failed path data const int SIDES = 3; const float RADIUS = 12; foreach (PointWithCost startPoint in startPointList) { Vector3 worldStartPoint = HexPoint3ToWorldPoint(startPoint.point, hexGrid); for (int i = 0; i < SIDES; ++i) { float dx0 = RADIUS * Mathf.Cos(i * Mathf.PI * 2 / SIDES); float dz0 = RADIUS * Mathf.Sin(i * Mathf.PI * 2 / SIDES); float dx1 = RADIUS * Mathf.Cos((i + 1) * Mathf.PI * 2 / SIDES); float dz1 = RADIUS * Mathf.Sin((i + 1) * Mathf.PI * 2 / SIDES); Vector3 wp0 = new Vector3(worldStartPoint.x + dx0, 0, worldStartPoint.z + dz0); Vector3 wp1 = new Vector3(worldStartPoint.x + dx1, 0, worldStartPoint.z + dz1); Debug.DrawLine(wp0, wp1, Color.magenta, 15.0f); } } Vector3 worldEndPoint = HexPoint3ToWorldPoint(snappedGoalPoint, hexGrid); Color orangeColor = new Color(1.0f, 0.5f, 0.0f); for (int i = 0; i < SIDES; ++i) { float dx0 = RADIUS * Mathf.Cos(i * Mathf.PI * 2 / SIDES); float dz0 = RADIUS * Mathf.Sin(i * Mathf.PI * 2 / SIDES); float dx1 = RADIUS * Mathf.Cos((i + 1) * Mathf.PI * 2 / SIDES); float dz1 = RADIUS * Mathf.Sin((i + 1) * Mathf.PI * 2 / SIDES); Vector3 wp0 = new Vector3(worldEndPoint.x + dx0, 0, worldEndPoint.z + dz0); Vector3 wp1 = new Vector3(worldEndPoint.x + dx1, 0, worldEndPoint.z + dz1); Debug.DrawLine(wp0, wp1, orangeColor, 15.0f); } } int removedCount = 0; // Now, check to see if the end of the path is in "danger". If it is, prune until it's not, which might lead to an empty path. while (path.Count > 0) { PointWithCost lastHexPoint = path[path.Count - 1]; Vector3 lastWorldPoint = HexPoint3ToWorldPoint(lastHexPoint.point, hexGrid); MapTerrainDataCell dataCell = unit.Combat.MapMetaData.GetCellAt(lastWorldPoint); if (SplatMapInfo.IsDropshipLandingZone(dataCell.terrainMask) || SplatMapInfo.IsDangerousLocation(dataCell.terrainMask) || SplatMapInfo.IsDropPodLandingZone(dataCell.terrainMask)) { path.RemoveAt(path.Count - 1); ++removedCount; } else { break; } } if (removedCount > 0) { if (path.Count == 0) { BehaviorNode.LogAI(unit, string.Format("DANGER TRIM: removed all {0} points, bracing", removedCount)); } else { BehaviorNode.LogAI(unit, string.Format("DANGER TRIM: removed {0} points, moving to {1}", removedCount, path[path.Count - 1])); } } return(path); }
public PointWithCost(HexPoint3 point, float cost, float estimatedTotalCost) { this.point = point; this.cost = cost; this.estimatedTotalCost = estimatedTotalCost; }