Esempio n. 1
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    public SwarmOrder createOrder(byte source, byte target, int spawnZone)
    {
        PathSolution ps = _computedPaths [spawnZone];

        if (source != 0)
        {
            ps = ps.getSpecifiSolution(source);
        }

        Vector3         targetAvgPos = new Vector3();
        Queue <Vector3> path         = null;

        if (target == MAIN_TARGET)
        {
            path         = ps.getPathToTarget();
            targetAvgPos = SpawnTable.getInstance().getTargetSpawns() [0].getAveragePosition();
        }
        else
        {
            path = ps.getPathToTower(target);

            if (path == null)
            {
                Debug.Log("Null order. source: " + source + ", target: " + target + ", spawnZone: " + spawnZone);
                return(null);
            }

            targetAvgPos = SpawnTable.getInstance().getTowerSpawns() [target].getAveragePosition();
        }

        SwarmOrder order = new SwarmOrder(target, targetAvgPos, path);

        return(order);
    }
Esempio n. 2
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        private static PathSolution PathFindingProcess(Logger logger, GameContext context, PaintBrush brush, NPCProvider npcProvider, PathFinderProvider pathFinder)
        {
            bool[,] negativeSquare = context.Square.To2DBinaryArray(context.Enemies.Select(x => x.Position));

            Context pathFinderContext = pathFinder
                                        .CreateContext(
                context.Player.Position,
                context.Target,
                negativeSquare);

            // Speed-up for solution, where shortest path is key
            pathFinderContext.Field = pathFinder.DeadFill(
                pathFinderContext.Field,
                context.Square,
                brush,
                new List <Position>
            {
                context.Player.Position,
                context.Target
            }, pathFinderContext);

            PathSolution solution = pathFinder.FindPath(pathFinderContext);

            return(solution);
        }
Esempio n. 3
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 public void setTowerCustomSolution(byte towerSpawn, PathSolution solution)
 {
     if (_solutionsFromTowers == null)
     {
         _solutionsFromTowers = new Dictionary <byte, PathSolution> ();
     }
     _solutionsFromTowers.Add(towerSpawn, solution);
 }
Esempio n. 4
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    public void preComputePaths()
    {
        _computedPaths.Clear();

        Dictionary <int, SpawnPoint> enemySpawns = SpawnTable.getInstance().getMonsterSpawnPoints();

        foreach (int soldierSpawnIndex in enemySpawns.Keys)
        {
            SpawnPoint spawnObject = enemySpawns [soldierSpawnIndex];

            SpawnPoint target = SpawnTable.getInstance().getTargetSpawns() [0];
            float      closer = Mathf.Infinity;
            int        index  = 0;
            foreach (int vIndex in target.getBounds().Keys)
            {
                float sqrtMag = (target.getBounds() [vIndex] - spawnObject.getAveragePosition()).sqrMagnitude;
                if (sqrtMag < closer)
                {
                    closer = sqrtMag;
                    index  = vIndex;
                }
            }

            Vector3      finalTarget = Formulas.getPositionInMap(target.getBounds() [index]);
            Pathfinder   pf          = new Pathfinder(spawnObject, finalTarget);
            PathSolution ps          = pf.computePaths();

            GameObject go = new GameObject("Spawn_Zone_Controller_" + soldierSpawnIndex);
            go.transform.parent   = World.getInstance().getTerrainTransform();
            go.transform.position = Formulas.getPositionInMap(spawnObject.getAveragePosition());               // Irrelevant, but still...
            go.AddComponent <SpawnZoneController> ()._spawnZone = soldierSpawnIndex;
            _spawnZoneControllers.Add(soldierSpawnIndex, go);

            _computedPaths.Add(soldierSpawnIndex, ps);
        }

        SwarmAI.getInstance().initialize(_computedPaths);
    }
Esempio n. 5
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    public void initialize(Dictionary <int, PathSolution> computedPaths)
    {
        _activeTowers.Clear();

        foreach (int spawnZone in computedPaths.Keys)
        {
            PathSolution ps = computedPaths [spawnZone];

            Dictionary <byte, TowerSpawnInfo> pathInfo            = new Dictionary <byte, TowerSpawnInfo> ();
            Dictionary <byte, Queue <Vector3> > .KeyCollection kc = ps.getAllTowersInPath();

            TowerSpawnInfo targetInfo = new TowerSpawnInfo();
            targetInfo._active = true;
            targetInfo._aggro  = 1.0f;
            pathInfo.Add(0, targetInfo);

            foreach (byte b in kc)
            {
                pathInfo.Add(b, new TowerSpawnInfo());
            }

            _activeTowers.Add(spawnZone, pathInfo);
        }
    }
Esempio n. 6
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    public PathSolution computePaths()
    {
        // 1 - Build the path from Spawn to Final target
        int initialSpawnPoint = findBestSpawnPoint();

        PathSolution ps = new PathSolution(initialSpawnPoint);

        Node        fromStartToEnd = findPath(initialSpawnPoint, _mainTarget, true);
        Stack <int> mainPath       = buildSolution(fromStartToEnd);

        ps.setMainPath(mainPath);

        int width = World.getInstance().getWorldWidth();

        // 2 - Loop over towers in the path from the spawn to the target
        foreach (byte towerSpawn in _towerPositions.Keys)
        {
            // 2.1 Compute path from spawn to tower X
            int     index    = _towerPositions [towerSpawn];
            Vector3 worldPos = _swarm._positions [index];
            Node    endNode  = findPath(initialSpawnPoint, worldPos, false);

            int lastValidIndex = endNode._i * width + endNode._j;

            Stack <int> pathToTower = buildSolution(endNode);
            ps.setTowerPath(towerSpawn, pathToTower);

            // 2.2 Create custom solution from tower X itself
            PathSolution towerSolution = new PathSolution(lastValidIndex);

            // 2.2.1 Compute path from tower X to main target
            endNode = findPath(lastValidIndex, _mainTarget, false);
            towerSolution.setMainPath(buildSolution(endNode));

            float distanceFromTowerToTarget = (_mainTarget - worldPos).sqrMagnitude;

            // 2.2.2 Compute path from tower X to the rest of towers
            foreach (byte innerTowerSpawn in _towerPositions.Keys)
            {
                if (innerTowerSpawn == towerSpawn)
                {
                    continue;
                }

                // Do NOT add a tower which is not in the way to the target
                Vector3 nextTowerPosition = _swarm._positions [_towerPositions [innerTowerSpawn]];
                if ((_mainTarget - nextTowerPosition).sqrMagnitude >= distanceFromTowerToTarget)
                {
                    continue;
                }

                Node solutionForTower = findPath(lastValidIndex, nextTowerPosition, false);
                towerSolution.setTowerPath(innerTowerSpawn, buildSolution(solutionForTower));
            }

            // 2.3 Set custom tower solution within main solution
            ps.setTowerCustomSolution(towerSpawn, towerSolution);
        }

        return(ps);
    }