Пример #1
0
    public void FindPath(PathRequest request, Action <PathResult> callback)
    {
        Stopwatch sw = new Stopwatch();

        sw.Start();

        Vector3[] waypoints   = new Vector3[0];
        bool      pathSuccess = false;

        ANode startNode  = grid.GetNodeFromWorldPoint(request.pathStart);
        ANode targetNode = grid.GetNodeFromWorldPoint(request.pathEnd);

        if (startNode.walkable && targetNode.walkable)
        {
            List <ANode>    openSet   = new List <ANode>();
            HashSet <ANode> closedSet = new HashSet <ANode>();
            openSet.Add(startNode);

            while (openSet.Count > 0)
            {
                ANode currentNode = openSet[0];
                for (int i = 1; i < openSet.Count; i++)
                {
                    if (openSet[i].fCost < currentNode.fCost || openSet[i].fCost == currentNode.fCost && openSet[i].hCost < currentNode.hCost)
                    {
                        currentNode = openSet[i];
                    }
                }
                openSet.Remove(currentNode);
                closedSet.Add(currentNode);

                if (currentNode == targetNode)
                {
                    sw.Stop();
                    print("Path Found : " + sw.ElapsedMilliseconds + " ms");
                    pathSuccess = true;

                    break;
                }

                foreach (ANode neighbour in grid.GetNeighbours(currentNode))
                {
                    if (!neighbour.walkable || closedSet.Contains(neighbour))
                    {
                        continue;
                    }

                    int newMovementCostToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour) + neighbour.movementPenalty;
                    if (newMovementCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour))
                    {
                        neighbour.gCost  = newMovementCostToNeighbour;
                        neighbour.hCost  = GetDistance(neighbour, targetNode);
                        neighbour.parent = currentNode;

                        if (!openSet.Contains(neighbour))
                        {
                            openSet.Add(neighbour);
                        }
                    }
                }
            }
        }
        if (pathSuccess)
        {
            waypoints   = RetracePath(startNode, targetNode);
            pathSuccess = waypoints.Length > 0;
        }
        callback(new PathResult(waypoints, pathSuccess, request.callback));
    }
Пример #2
0
    // Get the shortest* path from a start position to a target position.
    IEnumerator FindPath(Vector3 startPos, Vector3 targetPos, float unitIntel)
    {
        //Stopwatch sw = new Stopwatch();
        //sw.Start();

        print("PLAYER MOVEMENT PATH: Calculating the correct path now.");
        Vector3[] waypoints   = new Vector3[0];
        bool      pathSuccess = false;
        // Get the node on which the start and target world positions are.
        Node startNode  = aGrid.NodeFromWorldPoint(startPos);
        Node targetNode = aGrid.NodeFromWorldPoint(targetPos);

        //print("MOVEMENT PATH: Is my start node walkable? " + startNode.walkable);
        print("PLAYER MOVEMENT PATH: targetNode world position: " + targetNode.worldPos);
        print("PLAYER MOVEMENT PATH: targetNode X/Y grid position: " + targetNode.gridX + "/" + targetNode.gridY);
        print("PLAYER MOVEMENT PATH: Is my target node walkable? " + targetNode.walkable);

        if (/* startNode.walkable &&  */ targetNode.walkable)
        {
            Heap <Node>    openSet   = new Heap <Node>(aGrid.MaxSize);
            HashSet <Node> closedSet = new HashSet <Node>();
            openSet.Add(startNode);

            while (openSet.Count > 0)
            {
                Node currentNode = openSet.RemoveFirst();
                closedSet.Add(currentNode);
                if (currentNode == targetNode)
                {
                    //sw.Stop();
                    //print ("Path Found: " + sw.ElapsedMilliseconds + "ms");
                    pathSuccess = true;
                    break;
                }
                foreach (Node neighbour in aGrid.GetNeighbours(currentNode))
                {
                    if (!neighbour.walkable || closedSet.Contains(neighbour))
                    {
                        continue;
                    }
                    int newMovementCostToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour) + Mathf.RoundToInt(neighbour.movementPenalty * unitIntel);
                    //print(Mathf.RoundToInt(neighbour.movementPenalty * unitIntel));
                    if (newMovementCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour))
                    {
                        neighbour.gCost  = newMovementCostToNeighbour;
                        neighbour.hCost  = GetDistance(neighbour, targetNode);
                        neighbour.parent = currentNode;
                        if (!openSet.Contains(neighbour))
                        {
                            openSet.Add(neighbour);
                        }
                        else
                        {
                            openSet.UpdateItem(neighbour);
                        }
                    }
                }
            }
        }
        yield return(null);

        if (pathSuccess)
        {
            waypoints = RetracePath(startNode, targetNode);
        }
        requestManager.FinishedProcessingPath(waypoints, pathSuccess);
        //print("FindPath; pathSuccess: "+pathSuccess);
    }