Esempio n. 1
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        // Build a path in an approximately straight line from start to destination by stringing together steps
        // This is NOT guaranteed to not get stuck in a local terrain feature
        // Returns the total normalized path time, or 'forever' if stuck
        public static float FindLocalPath(
            PathfinderData data,
            Vector3 start, Vector3 destination,
            MobilityData mobility,
            float radius)
        {
            float   distance = (destination - start).magnitude;
            Vector3 waypoint = start;
            float   time     = 0f;

            while (distance > COMPLETION_DIST)
            {
                Vector3 previous = waypoint;
                waypoint = TakeStep(data, waypoint, destination, mobility, radius);
                if (waypoint == NO_POSITION)
                {
                    return(FOREVER);
                }
                time    += STEP_SIZE / mobility.GetUnitSpeedMultiplier(data._map, waypoint, radius, (waypoint - previous).normalized);
                distance = (destination - waypoint).magnitude;
            }
            time += distance / mobility.GetUnitSpeedMultiplier(data._map, waypoint, radius, (destination - waypoint).normalized);

            return(time);
        }
Esempio n. 2
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 public Pathfinder(MovementComponent unit, PathfinderData data)
 {
     _unit = unit;
     Data  = data;
     _path = new List <PathNode>();
     FinalCompletionDist =
         2f * Constants.MAP_SCALE + unit.Data.MinTurnRadius;
     _nextUpdateTime = 0f;
 }
Esempio n. 3
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 private void UpdateWaypointAngle()
 {
     if (_path.Count >= 2)
     {
         Vector3 nodePos = PathfinderData.Position(_path[_path.Count - 1]);
         Vector3 nextPos = PathfinderData.Position(_path[_path.Count - 2]);
         WaypointAngleChange = Math.Abs(Vector3.Angle(nodePos - _unit.transform.position, nextPos - nodePos));
     }
     else
     {
         WaypointAngleChange = 180;
     }
 }
Esempio n. 4
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        public Pathfinder(MovementComponent unit, PathfinderData data)
        {
            _unit = unit;
            Data  = data;
            _path = new List <PathNode>();
            FinalCompletionDist =
                2f * Constants.MAP_SCALE + unit.Data.MinTurnRadius;
            _nextUpdateTime = 0f;

            Thread calculationThread = new Thread(() => PathFinderRunner());

            calculationThread.IsBackground = true;
            calculationThread.Start();
        }
Esempio n. 5
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        // Finds an intermediate step along the way from start to destination
        // Returns 'NoPosition' if stuck
        private static Vector3 TakeStep(
            PathfinderData data,
            Vector3 start, Vector3 destination,
            MobilityData mobility,
            float radius)
        {
            Vector3 straight = (destination - start).normalized;

            _s_straightStep = false;

            // Fan out in a two-point horizontal pattern to find a way forward
            for (float ang1 = 0f; ang1 <= MAX_ANGLE; ang1 += ANGLE_SEARCH_INC)
            {
                for (int direction = -1; direction <= 1; direction += 2)
                {
                    Vector3 direction1 = ang1 > 0f ? Quaternion.AngleAxis(ang1 * direction, Vector3.up) * straight : straight;
                    Vector3 midpoint   = start + direction1 * STEP_SIZE;
                    float   midspeed   = mobility.GetUnitSpeedMultiplier(data._map, midpoint, radius, direction1);

                    if (midspeed > 0f)
                    {
                        for (float ang2 = 0f; ang2 <= ang1; ang2 += ANGLE_SEARCH_INC)
                        {
                            Vector3 direction2 = ang2 > 0f ? Quaternion.AngleAxis(ang2 * direction, Vector3.up) * straight : straight;
                            Vector3 endpoint   = midpoint + straight * STEP_SIZE;
                            float   endspeed   = mobility.GetUnitSpeedMultiplier(data._map, endpoint, radius, direction2);

                            if (endspeed > 0f)
                            {
                                _s_straightStep = ang1 == 0f && ang2 == 0f;
                                return(_s_straightStep ? endpoint : midpoint);
                            }
                        }
                    }
                }
            }

            // No step was found
            return(NO_POSITION);
        }
Esempio n. 6
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 public Vector3 GetDestination()
 {
     return(_path.Count > 0 ? PathfinderData.Position(_path[0]) : NO_POSITION);
 }
Esempio n. 7
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        private void UpdateWaypoint()
        {
            PathNode targetNode = _path[_path.Count - 1];

            float distance = Vector3.Distance(
                _unit.transform.position, PathfinderData.Position(targetNode));

            if (distance < (_path.Count > 1 ? COMPLETION_DIST : FinalCompletionDist))
            { // Unit arrived at the next path node
                _path.RemoveAt(_path.Count - 1);
                if (!HasDestination())
                { // Unit arrived at the destination
                    _waypoint = NO_POSITION;
                    return;
                }
                else
                {
                    _previousNode = targetNode;
                    targetNode    = _path[_path.Count - 1];
                    UpdateWaypointAngle();
                }
            }

            Vector3 targetPosition = PathfinderData.Position(targetNode);

            // If the unit is supposed to be moving along a road, this will push it more toward the center
            // to avoid having it drive along next to the road.
            if (targetNode.IsRoad && _previousNode != null && _previousNode.IsRoad)
            {
                targetPosition = GetRoadIntersection(
                    targetPosition,
                    PathfinderData.Position(_previousNode),
                    _unit.transform.position);
            }

            Vector3 newWaypoint = TakeStep(
                Data,
                _unit.transform.position,
                targetPosition,
                _unit.Mobility,
                _unit.Data.Radius);

            if (newWaypoint != NO_POSITION)
            {
                _waypoint = _s_straightStep ? targetPosition : newWaypoint;
            }
            else
            {
                // The unit has gotten stuck when following the previously computed path.
                // Now recompute a new path to the destination using the global graph, this time using finite radius
                float pathTime = Data.FindPath(
                    _path,
                    _unit.transform.position,
                    PathfinderData.Position(_path[0]),
                    _unit.Mobility,
                    _unit.Data.Radius,
                    Command);
                //float pathTime = SetPath (path[0].position, command);

                bool isTrapped = pathTime == FOREVER;
                if (isTrapped)
                {
                    Debug.Log("I am stuck!!!");
                    _waypoint = NO_POSITION;
                }
                else
                {
                    // If this is an intermediate step of the path, then the pre-computed global graph might
                    // be broken and the corresponding arc should be recomputed to avoid having units cycle forever
                    if (_previousNode != null && _path.Count > 1)
                    {
                        Data.RemoveArc(_previousNode, targetNode);
                        Data.AddArc(_previousNode, targetNode);
                    }
                }
            }
        }