public AStarCell(AStarMap map, int x, int y) { this.map = map; this.x = x; this.y = y; this.distanceFromStart = Int32.MaxValue; }
public void SetData(AStarNode from, AStarNode to, AStarMap map, AStarPathPlanner planner) { fromNode = from; toNode = to; this.map = map; this.planner = planner; }
public static List <AStarNode> GetPath(AStarMap Map) { _Map = Map; List <AStarNode> LocatedPath = new List <AStarNode>(); bool ValidPath = Search(_Map.SpawnPoint); if (ValidPath) { AStarNode NextNode = _Map.Destination; while (NextNode != null) { LocatedPath.Add(NextNode); NextNode = NextNode.Parent; } LocatedPath.Reverse(); } return(LocatedPath); }
public List <Point> calcShortestPath(int startX, int startY, int goalX, int goalY) { AStarCell startCell = map.getCell(startX, startY); AStarCell goalCell = map.getCell(goalX, goalY); //Check if the start cell is also an obstacle (if it is, it is impossible to find a path) if (AStarCell.isObstacle(startCell)) { UnityEngine.Debug.Log("start is null"); return(null); } //Check if the goal cell is also an obstacle (if it is, it is impossible to find a path there) if (AStarCell.isObstacle(goalCell)) { UnityEngine.Debug.Log("end is null"); return(null); } startCell.reset(); startCell.setDistanceFromStart(0); closedList.Clear(); openList.Clear(); openList.Add(startCell); //while we haven't reached the goal yet while (openList.Count() != 0) { //get the first Cell from non-searched Cell list, sorted by lowest distance from our goal as guessed by our heuristic AStarCell current = openList[0]; // check if our current Cell location is the goal Cell. If it is, we are done. if (current.getX() == goalX && current.getY() == goalY) { return(reconstructPath(current)); } //move current Cell to the closed (already searched) list openList.Remove(current); closedList.Add(current); //go through all the current Cells neighbors and calculate if one should be our next step foreach (AStarCell neighbor in map.getNeighborList(current)) { bool neighborIsBetter; //if we have already searched this Cell, don't bother and continue to the next one if (closedList.Contains(neighbor)) { continue; } // calculate how long the path is if we choose this neighbor as the next step in the path float neighborDistanceFromStart = (current.getDistanceFromStart() + AStarMap.getDistanceBetween(current, neighbor)); //add neighbor to the open list if it is not there if (!openList.Contains(neighbor)) { neighbor.reset(); openList.Add(neighbor); neighborIsBetter = true; //if neighbor is closer to start it could also be better } else if (neighborDistanceFromStart < current.getDistanceFromStart()) { neighborIsBetter = true; } else { neighborIsBetter = false; } // set neighbors parameters if it is better if (neighborIsBetter) { neighbor.setPreviousCell(current); neighbor.setDistanceFromStart(neighborDistanceFromStart); neighbor.setHeuristicDistanceFromGoal(heuristic.getEstimatedDistanceToGoal( neighbor.getX(), neighbor.getY(), goalCell.getX(), goalCell.getY())); // csharp List.Sort use QuickSort, which is unstable, // but in java implement ArrayList.sort use MergeSort, which is stable, // so here use MergeSort to generate the same result as in java implement MergeSortClass.MergeSort(openList); } } } UnityEngine.Debug.Log("path is null"); return(null); }
public AStar(AStarMap map, AStarHeuristic heuristic) { this.map = map; this.heuristic = heuristic; }