コード例 #1
0
ファイル: PathFinding.cs プロジェクト: JpEncausse/DTApp
    // Recherche A* iterative de deplacement et saut
    void SearchPath(CaseBehavior startCell, int depth, bool jump)
    {
        Queue <CaseBehavior> queue = new Queue <CaseBehavior>();

        RegisterAction(ActionType.WALK, startCell, 0);
        if (jump)
        {
            RegisterAction(ActionType.JUMP, startCell, 0);
        }
        if (depth > 0)
        {
            queue.Enqueue(startCell);
        }

        // Proof that this iterative BFS (Broad-First-Search) has no redundancy:
        // If we can only jump through a cell, there will be only one register of this cell.
        // If we can jump and move through the same cell (therefore as first move), then the code will discard the jump.
        // Since the priority increase with depth, no cell will be registered twice for move (due to register priority check)
        // As a conclusion: we guarantee no redundant check.
        while (queue.Count > 0)
        {
            CaseBehavior currentCell = queue.Dequeue();
            int          priority    = GetActionPriority(ActionType.WALK, currentCell); // 0: init, depth: stop, MAX: JumpStart

            Debug.Assert(!currentCharacter.surLaRegletteAdverse(currentCell));

            // Propagate in all directions
            for (int dir = 0; dir < 4; ++dir)
            {
                if (!currentCell.debordement(dir) && currentCell.cheminDegage(currentCell.versDirection(dir)))
                {
                    CaseBehavior nextCell = currentCell.getCaseVers(dir);
                    if (nextCell.isCaseRevealed() && nextCell.cheminDegage(nextCell.versDirection(CaseBehavior.opposee(dir))) && (currentCharacter is CB_Magicien || !nextCell.isNonWoundedEnemyPresent(currentCharacter.gameObject)))
                    {
                        // Si la case suivante est traversable et le mouvement precedent n'est pas un saut, enregistrer un mouvement.
                        if (currentCharacter.canCrossCell(nextCell) && priority != MAX_PRIORITY)
                        {
                            if (priority + 1 == depth)
                            {
                                // Si ce n'est pas la case finale, on doit pouvoir terminer le mouvement sur cette case.
                                // WARNING: le cas d'un couloir de plusieurs cases contenant plusieur cases non finales n'est pas pris en compte.
                                //          (possibilite d'effectuer un mouvement qui devra etre annule par la suite)
                                if (currentCharacter.canStayOnCell(nextCell))
                                {
                                    RegisterAction(ActionType.WALK, nextCell, priority + 1, currentCell);
                                }
                            }
                            else
                            {
                                // propage le mouvement si besoin.
                                if (RegisterAction(ActionType.WALK, nextCell, priority + 1, currentCell) && !currentCharacter.surLaRegletteAdverse(nextCell))
                                {
                                    queue.Enqueue(nextCell);
                                }
                            }
                        }
                        // si le saut est permis et que c'est le premier mouvement, initier un saut
                        else if (priority == 0 && jump)
                        {
                            if (RegisterAction(ActionType.JUMP, nextCell, 1, currentCell))
                            {
                                queue.Enqueue(nextCell);
                            }
                        }
                        // sinon si le mouvement precedent etait un saut, enregistrer la fin du saut si possible.
                        else if (priority == MAX_PRIORITY && currentCharacter.canStayOnCell(nextCell))
                        {
                            RegisterAction(ActionType.JUMP, nextCell, 2, currentCell);
                        }
                    }
                }
            }
        }
    }