public void Initialize()
 {
     LocatedNode = GridManager.GetNode(Body._position.x, Body._position.y);
     LocatedNode.Add(this);
 }
예제 #2
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 public void Initialize()
 {
     LocatedNode = GridManager.GetNode(Body.Position.x, Body.Position.y);
     nodeIndex   = LocatedNode.Add(Agent);
 }
예제 #3
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        public static bool NeedsPath(GridNode startNode, GridNode endNode, int unitSize)
        {
            //Tests if there is a direct path. If there is, no need to run AStar.
            x0 = startNode.gridX;
            y0 = startNode.gridY;
            x1 = endNode.gridX;
            y1 = endNode.gridY;
            if (y1 > y0)
            {
                compare1 = y1 - y0;
            }
            else
            {
                compare1 = y0 - y1;
            }
            if (x1 > x0)
            {
                compare2 = x1 - x0;
            }
            else
            {
                compare2 = x0 - x1;
            }
            steep = compare1 > compare2;
            if (steep)
            {
                t  = x0;                // swap x0 and y0
                x0 = y0;
                y0 = t;
                t  = x1;                // swap x1 and y1
                x1 = y1;
                y1 = t;
            }
            if (x0 > x1)
            {
                t  = x0;                // swap x0 and x1
                x0 = x1;
                x1 = t;
                t  = y0;                // swap y0 and y1
                y0 = y1;
                y1 = t;
            }
            dx = x1 - x0;

            dy = (y1 - y0);
            if (dy < 0)
            {
                dy = -dy;
            }

            error = dx / 2;
            ystep = (y0 < y1) ? 1 : -1;
            y     = y0;
            GridNode.PrepareUnpassableCheck(unitSize);

            for (x = x0; x <= x1; x++)
            {
                retX = (steep ? y : x);
                retY = (steep ? x : y);

                currentNode = GridManager.Grid[GridManager.GetGridIndex(retX, retY)];
                if (currentNode != null && currentNode.Unpassable())
                {
                    break;
                }
                else if (x == x1)
                {
                    return(false);
                }

                error = error - dy;
                if (error < 0)
                {
                    y     += ystep;
                    error += dx;
                }
            }
            return(true);
        }
예제 #4
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        /// <summary>
        /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed.
        /// </summary>
        /// <returns>
        /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found.
        /// </returns>
        /// <param name="startNode">Start node.</param>
        /// <param name="endNode">End node.</param>
        /// <param name="outputPath">Return path.</param>
        public static bool FindPath(GridNode _startNode, GridNode _endNode, FastList <GridNode> _outputPath, int _unitSize = 1)
        {
            startNode  = _startNode;
            endNode    = _endNode;
            outputPath = _outputPath;
            unitSize   = _unitSize;

            #region Broadphase and Preperation
            if (endNode.Unwalkable)
            {
                return(false);
            }

            if (startNode.Unwalkable)
            {
                return(false);
            }

            outputPath.FastClear();

            if (System.Object.ReferenceEquals(startNode, endNode))
            {
                outputPath.Add(endNode);
                return(true);
            }

            GridHeap.FastClear();
            GridClosedSet.FastClear();
            #endregion

            #region AStar Algorithm
            GridHeap.Add(startNode);
            GridNode.HeuristicTargetX = endNode.gridX;
            GridNode.HeuristicTargetY = endNode.gridY;

            GridNode.PrepareUnpassableCheck(unitSize);             //Prepare Unpassable check optimizations
            while (GridHeap.Count > 0)
            {
                currentNode = GridHeap.RemoveFirst();

                GridClosedSet.Add(currentNode);

                if (currentNode.gridIndex == endNode.gridIndex)
                {
                    //Retraces the path then outputs it into outputPath
                    //Also Simplifies the path
                    DestinationReached();
                    return(true);
                }

                for (i = 0; i < 8; i++)
                {
                    neighbor = currentNode.NeighborNodes[i];
                    if (neighbor.IsNull() || neighbor.Unpassable() || GridClosedSet.Contains(neighbor))
                    {
                        continue;
                    }

                    if (GridManager.GetNode(currentNode.gridX, neighbor.gridY).Unpassable() ||
                        GridManager.GetNode(neighbor.gridX, currentNode.gridY).Unpassable())
                    {
                        continue;
                    }

                    //0-3 = sides, 4-7 = diagonals
                    if (i < 4)
                    {
                        newMovementCostToNeighbor = currentNode.gCost + 100;
                    }
                    else
                    {
                        if (i == 4)
                        {
                            if (!GridManager.UseDiagonalConnections)
                            {
                                break;
                            }
                        }
                        newMovementCostToNeighbor = currentNode.gCost + 141;
                    }

                    if (!GridHeap.Contains(neighbor))
                    {
                        neighbor.gCost = newMovementCostToNeighbor;

                        //Optimized heuristic calculation
                        neighbor.CalculateHeuristic();
                        neighbor.parent = currentNode;

                        GridHeap.Add(neighbor);
                    }
                    else if (newMovementCostToNeighbor < neighbor.gCost)
                    {
                        neighbor.gCost = newMovementCostToNeighbor;

                        //Optimized heuristic calculation
                        neighbor.CalculateHeuristic();
                        neighbor.parent = currentNode;

                        GridHeap.UpdateItem(neighbor);
                    }
                }
            }
            #endregion
            return(false);
        }
예제 #5
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 public void Initialize()
 {
     GenerateNeighbors();
     LinkedScanNode = GridManager.GetScanNode(gridX / GridManager.ScanResolution, gridY / GridManager.ScanResolution);
 }
        public static void ScanAll(Vector2d position, long radius, Func <LSAgent, bool> agentConditional, Func <byte, bool> bucketConditional, FastList <LSAgent> output)
        {
            //If radius is too big and we scan too many tiles, performance will be bad
            const long circleCastRadius = FixedMath.One * 16;

            output.FastClear();

            if (radius >= circleCastRadius)
            {
                bufferBodies.FastClear();
                PhysicsTool.CircleCast(position, radius, bufferBodies);
                for (int i = 0; i < bufferBodies.Count; i++)
                {
                    var body  = bufferBodies[i];
                    var agent = body.Agent;
                    //we have to check agent's controller since we did not filter it through buckets
                    if (agent.IsNotNull() && bucketConditional(agent.Controller.ControllerID))
                    {
                        if (agentConditional(agent))
                        {
                            output.Add(agent);
                        }
                    }
                }
                return;
            }

            int xMin = ((position.x - radius - GridManager.OffsetX) / (long)GridManager.ScanResolution).ToInt();
            int xMax = ((position.x + radius - GridManager.OffsetX) / (long)GridManager.ScanResolution).CeilToInt();
            int yMin = ((position.y - radius - GridManager.OffsetY) / (long)GridManager.ScanResolution).ToInt();
            int yMax = ((position.y + radius - GridManager.OffsetY) / (long)GridManager.ScanResolution).CeilToInt();

            long fastRadius = radius * radius;

            for (int x = xMin; x <= xMax; x++)
            {
                for (int y = yMin; y <= yMax; y++)
                {
                    ScanNode tempNode = GridManager.GetScanNode(
                        x,
                        y);

                    if (tempNode.IsNotNull())
                    {
                        if (tempNode.AgentCount > 0)
                        {
                            bufferBuckets.FastClear();
                            tempNode.GetBucketsWithAllegiance(bucketConditional, bufferBuckets);
                            for (int i = 0; i < bufferBuckets.Count; i++)
                            {
                                FastBucket <LSInfluencer> tempBucket = bufferBuckets[i];
                                BitArray arrayAllocation             = tempBucket.arrayAllocation;
                                for (int j = 0; j < tempBucket.PeakCount; j++)
                                {
                                    if (arrayAllocation.Get(j))
                                    {
                                        LSAgent tempAgent = tempBucket[j].Agent;

                                        long distance = (tempAgent.Body.Position - position).FastMagnitude();
                                        if (distance < fastRadius)
                                        {
                                            if (agentConditional(tempAgent))
                                            {
                                                output.Add(tempAgent);
                                            }
                                        }
                                        else
                                        {
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }