Esempio n. 1
0
        public override NavTilePath FindPath(FindPathInput inInput)
        {
            NavNodeHeap          openSet   = new NavNodeHeap();
            HashSet <Vector2Int> closedSet = new HashSet <Vector2Int>();

            PathfindingNode startNode = GetNode(inInput.StartCoordinate);

            openSet.Add(startNode);

            while (openSet.Count > 0)
            {
                PathfindingNode currentNode = openSet.RemoveFirst();
                closedSet.Add(currentNode.Coordinate);

                if (currentNode.Coordinate == inInput.TargetCoordinate)
                {
                    // Path found.
                    List <Vector2Int> pathInCoordinates = RetracePath(startNode, currentNode);

#if UNITY_EDITOR
                    NavTilePathVisualizer.SetDebugVisualization(inInput.Visualizer, closedSet.ToList(), openSet.GetCoordinateList(), pathInCoordinates);
#endif

                    return(ConvertCoordinatesToPath(pathInCoordinates, inInput.AreaMask));
                }

                IdentifySuccessors(currentNode, openSet, closedSet, inInput);
            }

            // No path found
            return(null);
        }
Esempio n. 2
0
        /// <summary>
        /// Interface method to find a path using the JPS+ algorithm.
        /// </summary>
        /// <param name="inInput">Path input parameters to be used when finding a path.</param>
        /// <returns>A NavTilePath instance consisting of a list of nodes that represent a path.</returns>
        public override NavTilePath FindPath(FindPathInput inInput)
        {
            openSet   = new NavNodeHeap();
            closedSet = new HashSet <Vector2Int>();

            // Create the first node to start the pathfinding.
            PathfindingNode startNode      = GetNode(inInput.StartCoordinate);
            Vector2Int      targetPosition = inInput.TargetCoordinate;

            // The startnode is a special case, so check all directions.
            for (int i = 0; i <= 3; i++)
            {
                JumpPointDirection direction = (JumpPointDirection)(1 << i);

                SearchInDirection(direction, startNode, inInput);
            }

            // Main loop. While there are still nodes which can be checked, continue checking them.
            while (openSet.Count > 0)
            {
                // Grab the node with the lowest cost of the heap and add it to the closedset.
                PathfindingNode currentNode = openSet.RemoveFirst();
                closedSet.Add(currentNode.Coordinate);

                // Check whether the node is the targetnode, which means the pathfinding can be stopped.
                if (currentNode.Coordinate == targetPosition)
                {
                    // Path found
                    List <Vector2Int> pathInCoordinates = RetracePath(startNode, currentNode);

#if UNITY_EDITOR
                    NavTilePathVisualizer.SetDebugVisualization(inInput.Visualizer, closedSet.ToList(), openSet.GetCoordinateList(), pathInCoordinates);
#endif

                    return(ConvertCoordinatesToPath(pathInCoordinates, inInput.AreaMask));
                }

                // Get the direction of how this node was reached.
                JumpPointDirection parentDirection = (currentNode.AdditionalTileData as AdditionalJPSPlusData).ParentDirection;

                // Find the perpendicular directions based on the parent direction.
                JumpPointDirection firstPerpendicularDirection;
                JumpPointDirection secondPerpendicularDirection;

                GetPerpendicularDirections(parentDirection, out firstPerpendicularDirection, out secondPerpendicularDirection);

                // Search in all three directions for relevant nodes.
                SearchInDirection(parentDirection, currentNode, inInput);
                SearchInDirection(firstPerpendicularDirection, currentNode, inInput);
                SearchInDirection(secondPerpendicularDirection, currentNode, inInput);
            }

            Debug.Log("No path found from " + inInput.StartCoordinate + " to " + inInput.TargetCoordinate);
            return(null);
        }
Esempio n. 3
0
        /// <summary>
        /// Calculate a path using the A* algorithm and the specified input.
        /// </summary>
        /// <param name="inInput">Input used to calculate path with.</param>
        public override NavTilePath FindPath(FindPathInput inInput)
        {
            NavNodeHeap          openSet   = new NavNodeHeap();
            HashSet <Vector2Int> closedSet = new HashSet <Vector2Int>();

            PathfindingNode startNode = GetNode(inInput.StartCoordinate);

            openSet.Add(startNode);
            Vector2Int targetPosition = inInput.TargetCoordinate;

            while (openSet.Count > 0)
            {
                PathfindingNode currentNode = openSet.RemoveFirst();
                closedSet.Add(currentNode.Coordinate);

                if (currentNode.Coordinate == targetPosition)
                {
                    // Path found.
                    List <Vector2Int> pathInCoordinates = RetracePath(startNode, currentNode);

#if UNITY_EDITOR
                    NavTilePathVisualizer.SetDebugVisualization(inInput.Visualizer, closedSet.ToList(), openSet.GetCoordinateList(), pathInCoordinates);
#endif

                    return(ConvertCoordinatesToPath(pathInCoordinates, inInput.AreaMask));
                }

                foreach (Vector2Int neighbourCoordinate in GetWalkableNeighbours(currentNode, inInput.AreaMask, inInput.DiagonalAllowed, inInput.CutCorners))
                {
                    if (inInput.PositionsToAvoid.Contains(neighbourCoordinate))
                    {
                        continue;
                    }

                    if (closedSet.Contains(neighbourCoordinate))
                    {
                        continue;
                    }

                    // Get node from the open set if it exists, otherwise, create one.
                    PathfindingNode neighbourNode = openSet.GetExistingNode(neighbourCoordinate) ?? GetNode(neighbourCoordinate);

                    int movementPenalty            = inInput.IgnoreTileCost ? 0 : neighbourNode.TileCost;
                    int newMovementCostToNeighbour = currentNode.GCost + GetAdjacentCost(neighbourCoordinate - currentNode.Coordinate) + movementPenalty;
                    if (neighbourNode.GCost == 0 || newMovementCostToNeighbour < neighbourNode.GCost)
                    {
                        neighbourNode.GCost      = newMovementCostToNeighbour;
                        neighbourNode.HCost      = GetHeuristicCost(neighbourCoordinate, inInput.TargetCoordinate, inInput.DiagonalAllowed);
                        neighbourNode.ParentNode = currentNode;

                        if (openSet.Contains(neighbourNode))
                        {
                            openSet.UpdateItem(neighbourNode);
                        }
                        else
                        {
                            openSet.Add(neighbourNode);
                        }
                    }
                }
            }

            // Path not found.
            return(null);
        }
Esempio n. 4
0
 public void SetDebugVisualizer(NavTilePathVisualizer inVisualizer)
 {
     this.visualizer = inVisualizer;
 }