public List <Vector3> FindPath(Node deptNode, Node destNode) { NodeHeap openHeap = new NodeHeap(); HashSet <Node> closedSet = new HashSet <Node>(); openHeap.Add(deptNode); deptNode.fromCost = deptNode.toCost = 0; deptNode.from = destNode.from = null; while (openHeap.Count > 0) { Node nodeToVisit = openHeap.Pop(); closedSet.Add(nodeToVisit); if (nodeToVisit == destNode) { break; } foreach (var adjacent in GetAdjacents(nodeToVisit)) { if (closedSet.Contains(adjacent)) { continue; } Node fromNode = null; if (nodeToVisit.from != null && nodeToVisit.from.IsLineOfSight(adjacent)) { fromNode = nodeToVisit.from; } else { fromNode = nodeToVisit; } int toAdjacentCost = fromNode.toCost + PredictDistanceCost(fromNode, adjacent); if (!openHeap.Contains(adjacent) || toAdjacentCost < adjacent.toCost) { adjacent.toCost = toAdjacentCost; adjacent.fromCost = PredictDistanceCost(adjacent, destNode); adjacent.from = fromNode; if (openHeap.Contains(adjacent)) { openHeap.UpdateItem(adjacent); } else { openHeap.Add(adjacent); } } } } List <Node> path = new List <Node>(); if (destNode.from != null) { Node currentNode = destNode; while (currentNode != null) { path.Add(currentNode); currentNode = currentNode.from; } path.Reverse(); } // PS // SmoothingPath(path); List <Vector3> positionPath = new List <Vector3>(); // Visit departure node looks wired when path is changed // Skip first(departure) node for (int i = 1; i < path.Count; i++) { positionPath.Add(path[i].tile.transform.position); } return(positionPath); }
public List <Vector3> GetSafeRandomPath(VoronoiNode start, float SafetyThreshold, out VoronoiNode safeSpot) { List <Vector3> path = new List <Vector3>(); openHeap.ResetHeap(); openHeap.Push(start.Id); int MaxNumLoops = 5; while (!openHeap.IsEmpty()) { MaxNumLoops--; VoronoiNode least = openHeap.Pop(); if (MaxNumLoops < 0) { safeSpot = least; int numStops = 1; List <VoronoiNode> nodeList = new List <VoronoiNode>(); while (least.Id != start.Id) { numStops++; path.Add(least.Position); nodeList.Add(least); least = openHeap.GetNode(least.Parent); } nodeList.Add(start); path.Add(start.Position); roughMoves = path; VoronoiNode[] nodeArr = new VoronoiNode[numStops]; int i = 0; foreach (VoronoiNode n in nodeList) { nodeArr[i] = n; i++; } path = GetFunnelPath(nodeArr); smoothMoves = path; return(path); } int[] neighbors = least.GetNeighbors(); for (int i = 0; i < 3; i++) { VoronoiNode nbr = openHeap.GetNode(neighbors[i]); if (!nbr.Open && !nbr.Closed) { float nbrSafety = 1 - (navMesh.distanceFromPlayer[nbr.Id] / navMesh.maxDistanceFromPlayer); openHeap.SetGiven(nbr.Id, least.Id, nbrSafety); openHeap.SetCost(nbr.Id); openHeap.Push(nbr.Id); } } } safeSpot = start; return(path); }