示例#1
0
    /*
    *******************************************
            Path Finding Functions
    *******************************************
    */
    public List<PathTile> FindMovementTiles(BaseTile startingTile, int Radius)
    {
        // starting tiles
        BaseTile[] startingTiles = startingTile.DirectlyAdjacentTiles();

        // resulting tiles to look at
        List<PathTile> optionalTiles = new List<PathTile>();

        // tiles remaining to be checked
        List<PathTile> recentTiles = new List<PathTile>();

        // add to optionalTiles
        for(int i = 0; i < startingTiles.Length; i++){
            // make sure it is a tile
            if(startingTiles[i] != null){
                // make sure enough moves are left
                if(Radius - startingTiles[i].MovementCost >= 0){
                    PathTile newPathTile = new PathTile();
                    newPathTile.PreviousTile = null;
                    newPathTile.CurrentTile = startingTiles[i];
                    newPathTile.MovesLeft = Radius - startingTiles[i].MovementCost;

                    recentTiles.Add(newPathTile);
                    optionalTiles.Add(newPathTile);
                }
            }
        }

        while(recentTiles.Count != 0){
            List<PathTile> newRecentTiles = new List<PathTile>();
            for(int j = 0; j < recentTiles.Count; j++){
                if(recentTiles[j].MovesLeft != 0){
                    // all tiles to be checked from the current tile
                    BaseTile[] attatchedTiles = recentTiles[j].CurrentTile.DirectlyAdjacentTiles();

                    for(int k = 0; k < attatchedTiles.Length; k++){
                        // make sure it is a tile, and it is not the starting tile
                        if(attatchedTiles[k] != startingTile && attatchedTiles[k] != null){
                            // check if enough moves are left
                            if(recentTiles[j].MovesLeft - attatchedTiles[k].MovementCost >= 0){
                                // create PathTile, add to optionaltiles if within range
                                PathTile newPathTile = new PathTile();
                                newPathTile.PreviousTile = recentTiles[j].CurrentTile;
                                newPathTile.CurrentTile = attatchedTiles[k];
                                newPathTile.MovesLeft = recentTiles[j].MovesLeft - attatchedTiles[k].MovementCost;

                                // if the current tile already is in the optional tiles and has more steps remaining replace the existing tile
                                bool alreadyIn = false;
                                for(int l = 0; l < optionalTiles.Count; l++){
                                    if(optionalTiles[l].CurrentTile == newPathTile.CurrentTile){
                                        if(optionalTiles[l].MovesLeft <= newPathTile.MovesLeft){
                                            optionalTiles.Remove(optionalTiles[l]);
                                            optionalTiles.Add(newPathTile);

                                            newRecentTiles.Add(newPathTile);

                                            alreadyIn = true;
                                            break;
                                        }
                                    }
                                }

                                // otherwise, just add the tile
                                if(!alreadyIn){
                                    optionalTiles.Add(newPathTile);

                                    newRecentTiles.Add(newPathTile);
                                }
                            }
                        }
                    }
                }
            }

            // switch out the recently added tiles
            recentTiles = newRecentTiles;
        }

        return optionalTiles;
    }