// internal function to find path, don't use this one from outside private static List <Node> _ImpFindPath(Grid grid, Point startPos, Point targetPos) { Node startNode = grid.Nodes[startPos.X, startPos.Y]; Node targetNode = grid.Nodes[targetPos.X, targetPos.Y]; List <Node> openList = new List <Node>(); HashSet <Node> openSet = new HashSet <Node>(); HashSet <Node> closedSet = new HashSet <Node>(); openList.Add(startNode); openSet.Add(startNode); while (openList.Count > 0) { Node currentNode = openList[0]; for (int i = 1; i < openList.Count; i++) { if (openList[i].FCost < currentNode.FCost || openList[i].FCost == currentNode.FCost && openList[i].HCost < currentNode.HCost) { currentNode = openList[i]; } } openList.Remove(currentNode); openSet.Remove(currentNode); closedSet.Add(currentNode); if (currentNode == targetNode) { return(RetracePath(grid, startNode, targetNode)); } foreach (Node neighbour in grid.GetNeighbours(currentNode)) { if (!neighbour.Walkable || closedSet.Contains(neighbour)) { continue; } int newMovementCostToNeighbour = currentNode.GCost + GetDistance(currentNode, neighbour) * (int)(10.0f * neighbour.Penalty); var isNeighborInOpenList = openSet.Contains(neighbour); if (newMovementCostToNeighbour < neighbour.GCost || !isNeighborInOpenList) { neighbour.GCost = newMovementCostToNeighbour; neighbour.HCost = GetDistance(neighbour, targetNode); neighbour.Parent = currentNode; if (!isNeighborInOpenList) { openList.Add(neighbour); openSet.Add(neighbour); } } } } return(null); }
/// <summary> /// Internal function that implements the path-finding algorithm. /// </summary> /// <param name="grid">Grid to search.</param> /// <param name="startPos">Starting position.</param> /// <param name="targetPos">Ending position.</param> /// <param name="distance">The type of distance, Euclidean or Manhattan.</param> /// <param name="ignorePrices">If true, will ignore tile price (how much it "cost" to walk on).</param> /// <returns>List of grid nodes that represent the path to walk.</returns> private static List <Node> _ImpFindPath(Grid grid, Point startPos, Point targetPos, DistanceType distance = DistanceType.Euclidean, bool ignorePrices = false) { //Debug.Log(startPos.x +", " + startPos.y); Node startNode = grid.nodes[startPos.x, startPos.y]; Node targetNode = 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 (currentNode == targetNode) { return(RetracePath(grid, startNode, targetNode)); } foreach (Node neighbour in grid.GetNeighbours(currentNode, distance)) { if (!neighbour.walkable || closedSet.Contains(neighbour)) { continue; } int newMovementCostToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour) * (ignorePrices ? 1 : (int)(10.0f * neighbour.price)); 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); } } } } return(null); }