示例#1
0
        /// <summary>
        /// Internal function that implements the path-finding algorithm.
        /// </summary>
        /// <param name="pGrid">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(PGrid pGrid, PPoint startPos, PPoint targetPos, DistanceType distance = DistanceType.Euclidean, bool ignorePrices = false)
        {
            Node startNode  = pGrid.nodes[startPos.x, startPos.y];
            Node targetNode = pGrid.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(pGrid, startNode, targetNode));
                }

                foreach (Node neighbour in pGrid.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);
        }
示例#2
0
        /// <summary>
        /// Find a path between two points.
        /// </summary>
        /// <param name="pGrid">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 points that represent the path to walk.</returns>
        public static List <PPoint> FindPath(PGrid pGrid, PPoint startPos, PPoint targetPos, DistanceType distance = DistanceType.Euclidean, bool ignorePrices = false)
        {
            // find path
            List <Node> nodes_path = _ImpFindPath(pGrid, startPos, targetPos, distance, ignorePrices);

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

            if (nodes_path != null)
            {
                foreach (Node node in nodes_path)
                {
                    ret.Add(new PPoint(node.gridX, node.gridY));
                }
            }
            return(ret);
        }