Exemplo n.º 1
0
        private static Tuple <Dictionary <Vector3, Vector3>, Vector3?> ConstructPath(Vector3 startCubeCoord, Vector3 endCubeCoord, int rangeLimiter, Vector2 gridSize, Vector3[] impassableCoords)
        {
            FastPriorityQueue <CubeCoordNode> boundary = new FastPriorityQueue <CubeCoordNode>(100);

            boundary.Enqueue(new CubeCoordNode(startCubeCoord), 0); //begin the boundary at the start point
            //(Imagine this as an expanding frontier of tiles searched in the direction towards the end point)
            Dictionary <Vector3, Vector3> path = new Dictionary <Vector3, Vector3>();

            path[startCubeCoord] = Vector3.Zero;  //the start coord does not point to anything; this can be any value
            Dictionary <Vector3, int> cost = new Dictionary <Vector3, int>();

            cost[startCubeCoord] = 0;             //initialize cost of path.
            Vector3 currentCoord;
            Vector3?calculatedDestination = null; //this determines if a path is found to a tile in range, and is used to reconstruct a path into an array of coordinates.
            int     updatedCost;

            while (!(boundary.Count == 0))
            {
                currentCoord = boundary.Dequeue().cubeCoord;

                //early exit if coordinate is found. Can be used as manhattan distance is a good heurstic,
                //  meaning the first path found should always be the shortest path.
                if (CoordRange.CoordInRange(currentCoord, endCubeCoord, rangeLimiter))
                {
                    calculatedDestination = currentCoord;   //path found ending in range.
                    break;
                }

                foreach (Vector3 neighbour in Neighbours.GetNeighbours(currentCoord, impassableCoords, gridSize))
                {
                    updatedCost = cost[currentCoord] + 1;   //calculate a new cost for the current path. (add 1 as movements are of equal value on any tile)
                    if (!cost.ContainsKey(neighbour) || updatedCost < cost[neighbour])
                    {
                        cost[neighbour] = updatedCost;
                        int priority = updatedCost + ManhattanDistance.GetDistance(neighbour, endCubeCoord);
                        boundary.Enqueue(new CubeCoordNode(neighbour), priority);
                        path[neighbour] = currentCoord;
                    }
                }
            }
            return(new Tuple <Dictionary <Vector3, Vector3>, Vector3?>(path, calculatedDestination));
        }