コード例 #1
0
ファイル: AI.cs プロジェクト: resonancellc/PMD-Toolkit
 private void TraceBack(List <Direction8> directions, PathTile tile)
 {
     if (tile.BackReference != null)
     {
         directions.Insert(0, Operations.GetDirection8(tile.BackReference.Location, tile.Location));
         TraceBack(directions, tile.BackReference);
     }
 }
コード例 #2
0
ファイル: PathTile.cs プロジェクト: blastboy/PMD-Toolkit
 public PathTile(Loc2D location, bool seen, bool traversed, int cost, int heuristic, PathTile backReference)
 {
     Location = location;
     Seen = seen;
     Traversed = traversed;
     Cost = cost;
     Heuristic = heuristic;
     BackReference = backReference;
 }
コード例 #3
0
 public PathTile(Loc2D location, bool seen, bool traversed, int cost, int heuristic, PathTile backReference)
 {
     Location      = location;
     Seen          = seen;
     Traversed     = traversed;
     Cost          = cost;
     Heuristic     = heuristic;
     BackReference = backReference;
 }
コード例 #4
0
ファイル: AI.cs プロジェクト: resonancellc/PMD-Toolkit
        private PathTile[,] GetSeenTiles()
        {
            int widthSeen  = HorizSight() * 2 + 1;
            int heightSeen = VertSight() * 2 + 1;

            PathTile[,] tileMap = new PathTile[widthSeen, heightSeen];
            for (int y = 0; y < heightSeen; y++)
            {
                for (int x = 0; x < widthSeen; x++)
                {
                    tileMap[x, y] = new PathTile(new Loc2D(x, y), true, false, 0, 0, null);
                }
            }
            return(tileMap);
        }
コード例 #5
0
ファイル: AI.cs プロジェクト: blastboy/PMD-Toolkit
 private void TraceBack(List<Direction8> directions, PathTile tile)
 {
     if (tile.BackReference != null) {
         directions.Insert(0, Operations.GetDirection8(tile.BackReference.Location, tile.Location));
         TraceBack(directions, tile.BackReference);
     }
 }
コード例 #6
0
ファイル: AI.cs プロジェクト: blastboy/PMD-Toolkit
        private List<PathTile> GetValidNeighbors(Loc2D loc, PathTile[,] tileMap, Loc2D offset, Loc2D mapEnd, bool inAir)
        {
            List<PathTile> candidates = new List<PathTile>();
            //get all tiles not blocked, or out of range
            for (int i = 0; i < 8; i++) {
                Loc2D newLoc = loc;
                Operations.MoveInDirection8(ref newLoc, (Direction8)i, 1);
                if (newLoc == mapEnd || Operations.IsInBound(tileMap.GetLength(0), tileMap.GetLength(1), newLoc.X, newLoc.Y)
                    && !Processor.DirBlocked((Direction8)i, ControlledChar, loc + offset, false, 1))
                {
                    candidates.Add(tileMap[newLoc.X, newLoc.Y]);
                }
            }

            return candidates;
        }
コード例 #7
0
ファイル: AI.cs プロジェクト: blastboy/PMD-Toolkit
 private PathTile[,] GetSeenTiles()
 {
     int widthSeen = HorizSight() * 2 + 1;
     int heightSeen = VertSight() * 2 + 1;
     PathTile[,] tileMap = new PathTile[widthSeen, heightSeen];
     for (int y = 0; y < heightSeen; y++) {
         for (int x = 0; x < widthSeen; x++) {
             tileMap[x, y] = new PathTile(new Loc2D(x, y), true, false, 0, 0, null);
         }
     }
     return tileMap;
 }
コード例 #8
0
ファイル: AI.cs プロジェクト: resonancellc/PMD-Toolkit
        private List <Direction8> FindPathToTarget(Loc2D end, bool inAir)
        {
            PathTile[,] tileMap = GetSeenTiles();

            Loc2D mapStart = new Loc2D(tileMap.GetLength(0) / 2, tileMap.GetLength(1) / 2);
            Loc2D offset   = ControlledChar.CharLoc - mapStart;
            Loc2D mapEnd   = end - offset;

            List <PathTile> candidates = new List <PathTile>();

            tileMap[mapStart.X, mapStart.Y].Heuristic = Math.Sqrt(Math.Pow(mapEnd.X - mapStart.X, 2) + Math.Pow(mapEnd.Y - mapStart.Y, 2));
            candidates.Add(tileMap[mapStart.X, mapStart.Y]);

            while (candidates.Count > 0)
            {
                PathTile currentTile = candidates[0];
                if (currentTile.Location == mapEnd)
                {
                    List <Direction8> directions = new List <Direction8>();
                    TraceBack(directions, currentTile);
                    return(directions);
                }

                candidates.RemoveAt(0);
                currentTile.Traversed = true;

                List <PathTile> neighbors = GetValidNeighbors(currentTile.Location, tileMap, offset, mapEnd, inAir);

                //insert each neighbor at the right place
                foreach (PathTile tile in neighbors)
                {
                    double newCost = currentTile.Cost + 1;
                    if (tile.Traversed && newCost >= tile.Cost)
                    {
                        //not worth it
                    }
                    else if (!candidates.Contains(tile) || newCost < tile.Cost)
                    {
                        tile.Heuristic     = Math.Sqrt(Math.Pow(mapEnd.X - tile.Location.X, 2) + Math.Pow(mapEnd.Y - tile.Location.Y, 2));
                        tile.BackReference = currentTile;
                        bool placed = false;
                        for (int i = candidates.Count - 1; i >= 0; i--)
                        {
                            if (tile.Cost + tile.Heuristic >= candidates[i].Cost + candidates[i].Heuristic)
                            {
                                candidates.Insert(i + 1, tile);
                                placed = true;
                                break;
                            }
                            else if (candidates[i] == tile)
                            {
                                candidates.RemoveAt(i);
                            }
                        }
                        if (!placed)
                        {
                            candidates.Insert(0, tile);
                        }
                    }
                }
            }

            return(new List <Direction8>());
        }