Пример #1
0
        private static List <Node> RetracePath(ChessGrid grid, Node startNode, Node endNode)
        {
            List <Node> path        = new List <Node>();
            Node        currentNode = endNode;

            while (currentNode != startNode)
            {
                path.Add(currentNode);
                currentNode = currentNode.parent;
            }
            path.Reverse();
            return(path);
        }
Пример #2
0
        // The API you should use to get path
        // grid: grid to search in.
        // startPos: starting position.
        // targetPos: ending position.
        public static List <Vector2Int> FindPath(ChessGrid grid, Vector2Int startPos, List <Vector2Int> PossibleTargets)
        {
            // find path
            List <Node> nodes_path = _ImpFindPath(grid, startPos, PossibleTargets);

            // convert to a list of points and return
            List <Vector2Int> ret = new List <Vector2Int>();

            if (nodes_path != null)
            {
                foreach (Node node in nodes_path)
                {
                    ret.Add(new Vector2Int(node.gridX, node.gridY));
                }
                return(ret);
            }
            else
            {
                return(null);
            }
        }
Пример #3
0
        // internal function to find path, don't use this one from outside
        private static List <Node> _ImpFindPath(ChessGrid grid, Vector2Int startPos, List <Vector2Int> possibleTargets)
        {
            foreach (Node n in grid.nodes)
            {
                n.gCost  = 0;
                n.hCost  = 0;
                n.parent = null;
            }

            Node        startNode   = grid.nodes[startPos.x, startPos.y];
            List <Node> targetNodes = new List <Node>();

            foreach (Vector2Int targetPos in possibleTargets)
            {
                targetNodes.Add(grid.nodes[targetPos.x, targetPos.y]);
            }

            List <Node>    openSet   = new List <Node>();
            HashSet <Node> closedSet = new HashSet <Node>();

            openSet.Add(startNode);

            while (openSet.Count > 0)
            {
                Node 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 (targetNodes.Contains(currentNode))
                {
                    return(RetracePath(grid, startNode, currentNode));
                }

                List <Node> neighbors = grid.GetNeighbours(currentNode);
                neighbors.Shuffle();
                foreach (Node neighbour in neighbors)
                {
                    if (!neighbour.Walkable || closedSet.Contains(neighbour))
                    {
                        continue;
                    }

                    int newMovementCostToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour) * (int)(10.0f * neighbour.penalty);
                    if (newMovementCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour))
                    {
                        neighbour.gCost  = newMovementCostToNeighbour;
                        neighbour.hCost  = GetDistance(neighbour, targetNodes);
                        neighbour.parent = currentNode;

                        if (!openSet.Contains(neighbour))
                        {
                            openSet.Add(neighbour);
                        }
                    }
                }
            }

            return(null);
        }