コード例 #1
0
        /// <summary>
        /// Smooths a path, without affecting its cost, using the string pulling algorithm.
        /// </summary>
        /// <param name="grid">The grid</param>
        /// <param name="path">The path (updated in place)</param>
        /// <param name="movementPattern">Movement pattern for the agent</param>
        /// <param name="maxSmoothDistance">Max distance to consider when 'pulling the string'. A larger distance smooths the path over longer distances but costs more</param>
        public static void SmoothPath(Grid grid, Position[] path, Offset[] movementPattern, int maxSmoothDistance)
        {
            ClearSwapList();

            // The tail of the string slowly moves forward
            for (var tail = 0; tail < path.Length - 2; tail++)
            {
                // While the head of the string moves from its max length (or the end of the path
                // towards the tail
                for (var head = Math.Min(path.Length - 1, tail + maxSmoothDistance); head > tail + 1; head--)
                {
                    // Meanwhile a path segment between the head and tail is adjusted to
                    // fit on a straight line between the head and the tail, if possible.
                    var current = tail + 1;

                    MessageIterate(path[current], path[current]);

                    // Find if there is a cell on the straightest path between head and tail
                    // using the movement pattern of the agent
                    var direction = GetDirection(path[tail], path[head], movementPattern);
                    if (!direction.HasValue)
                    {
                        continue;
                    }

                    var originalPosition  = path[current];
                    var candidatePosition = path[current - 1] + direction.Value;

                    // If the best candidate is what we've already got, we can't improve
                    if (originalPosition == candidatePosition)
                    {
                        continue;
                    }

                    // If the candidate would disconnect our path we can't improve
                    if (!Connected(candidatePosition, path[current + 1], movementPattern))
                    {
                        continue;
                    }

                    var originalCost  = grid.GetCellCostUnchecked(originalPosition);
                    var candidateCost = grid.GetCellCostUnchecked(candidatePosition);

                    // If the candidate is more costly than our original we can't improve
                    if (candidateCost > originalCost)
                    {
                        continue;
                    }

                    path[current] = candidatePosition;

                    MessageSwap(originalPosition, candidatePosition);
                }
            }
        }
コード例 #2
0
        private static void Step(
            Grid grid,
            Boundary boundary,
            MinHeap open,
            Position[] cameFrom,
            float[] costSoFar,
            Offset[] movementPattern,
            AgentShape shape,
            Position current,
            Position end)
        {
            // Get the cost associated with getting to the current position
            var initialCost = costSoFar[grid.GetIndexUnchecked(current)];

            // Get all directions we can move to according to the movement pattern and the dimensions of the grid
            foreach (var option in GetMovementOptions(current, boundary, movementPattern))
            {
                var position = current + option;
                var cellCost = grid.GetCellCostUnchecked(position, shape);

                // Ignore this option if the cell is blocked
                if (float.IsInfinity(cellCost))
                {
                    continue;
                }

                var index = grid.GetIndexUnchecked(position);

                // Compute how much it would cost to get to the new position via this path
                var newCost = initialCost + cellCost * option.Cost;

                // Compare it with the best cost we have so far, 0 means we don't have any path that gets here yet
                var oldCost = costSoFar[index];
                if (!(oldCost <= 0) && !(newCost < oldCost))
                {
                    continue;
                }

                // Update the best path and the cost if this path is cheaper
                costSoFar[index] = newCost;
                cameFrom[index]  = current;

                // Use the heuristic to compute how much it will probably cost
                // to get from here to the end, and store the node in the open list
                var expectedCost = newCost + ManhattanDistance(position, end);
                open.Push(new MinHeapNode(position, expectedCost));

                MessageOpen(position);
            }
        }
        public static SearchNode FindPath(Grid grid, Position start, Position end, Offset[] movementPattern)
        {
            ClearStepList();

            var head = new SearchNode(start);
            var open = new MinHeap();

            open.Push(head);

            var marked = new bool[grid.DimX * grid.DimY];

            while (open.HasNext())
            {
                var current = open.Pop();
                MessageCurrent(current);

                if (current.Position == end)
                {
                    return(current);
                }

                foreach (var p in GetNeighbours(current.Position, grid.DimX, grid.DimY, movementPattern))
                {
                    var index = grid.GetIndexUnchecked(p.X, p.Y);

                    // Use the unchecked variant here since GetNeighbours already filters out positions that are out of bounds
                    var cellCost = grid.GetCellCostUnchecked(p);
                    if (!marked[index] && !float.IsInfinity(cellCost))
                    {
                        marked[index] = true;
                        MessageOpen(p);

                        var costSoFar    = current.CostSoFar + cellCost;
                        var expectedCost = costSoFar + ChebyshevDistance(p, end);

                        open.Push(new SearchNode(p, expectedCost, costSoFar)
                        {
                            Next = current
                        });
                    }
                }

                MessageClose(current.Position);
            }

            return(null);
        }