示例#1
0
        public static List <Vector2i> A_Star(Vector2 startPosition,
                                             Vector2 goalPosition,
                                             EHeuristicType heuristicType = EHeuristicType.OctileDistance)
        {
            _grid = Map.instance.navGrid;

            // find the start
            Vector2i?startCoord = _grid.GetCoordAt(startPosition);
            Vector2i?goalCoord  = _grid.GetCoordAt(goalPosition);

            if (!startCoord.HasValue || !goalCoord.HasValue)
            {
                return(new List <Vector2i>());
            }

            NodeRecord start = _grid.GetCaseAt(startCoord.Value);

            // verify if it's in the grid
            if (start == null)
            {
                return(new List <Vector2i>());
            }

            // buffer this because it will be used for each estimation
            _floatCoordGoal = GetFloatCoordFrom(goalPosition);

            // prepare the record
            Profiler.BeginSample("clear grid");
            _grid.ClearRecords();
            Profiler.EndSample();

            PriorityQueue <NodeRecord, float> frontier = new PriorityQueue <NodeRecord, float>();

            start.EstimatedTotalCost = EstimatePosition(startPosition, heuristicType);

            EnqueueNodeRecord(start, frontier);

            NodeRecord endNode = null;

            while (frontier.Count > 0)
            {
                NodeRecord current = frontier.Dequeue().Value;
                current.State = ENodeRecordState.Closed;

                if (current.Coord == goalCoord)
                {
                    endNode = current;
                    break;
                }

                Profiler.BeginSample("Get neighbour");
                _neighbourList = _grid.GetNeighbour(current.Coord);
                Profiler.EndSample();

                for (int i = 0; i < _neighbourList.Count; i++)
                {
                    NodeRecord currentNeighbour = _neighbourList[i].Node;

                    float newCost = current.CostSoFar + _neighbourList[i].ImmediateCost + currentNeighbour.NodeCost;

                    if (currentNeighbour.State == ENodeRecordState.Unvisited ||
                        currentNeighbour.CostSoFar > newCost)
                    {
                        Profiler.BeginSample("Estimate");
                        float estimateCost = EstimateCoord(currentNeighbour.Coord, heuristicType);
                        Profiler.EndSample();

                        currentNeighbour.CostSoFar          = newCost;
                        currentNeighbour.EstimatedTotalCost = newCost + estimateCost;
                        EnqueueNodeRecord(currentNeighbour, frontier);
                        currentNeighbour.CameFrom = current;
                    }
                }
            }

            return(ReconstructPath(endNode));
        }
示例#2
0
        public static List <Vector2i> SmoothPath(List <Vector2i> path)
        {
            List <Vector2i> smoothPath = new List <Vector2i>();

            if (path.Count == 0)
            {
                return(smoothPath);
            }

            // To keep the current path structure, we need
            // to keep the start and the end nodes in the smoothed path
            smoothPath.Add(path[0]);

            NavGrid navGrid = Map.instance.navGrid;

            // we run through each node of the previous path
            for (int i = 0; i < path.Count - 1; i++)
            {
                int bestClearIndex = -1;

                // And compare them with the next nodes
                // (we don't need to check the immediate next node
                // because, thank's to the grid structure, it's necessarily
                // reachable)
                for (int j = i + 2; j < path.Count; j++)
                {
                    // if we can't find a clear line bewteen them, we stop the process
                    if (!navGrid.IsClearLine(path[i], path[j]))
                    {
                        break;
                    }

                    bestClearIndex = j;
                }

                // If it's true, this means that we found a shortcut, then we can
                // directly add the found index
                if (bestClearIndex > 0)
                {
                    smoothPath.Add(path[bestClearIndex]);

                    // we want to restart at the last added node
                    // -1 : to count the for-incrementation
                    i = bestClearIndex - 1;
                }
                else // if (i < path.Count - 3)
                {
                    // no shortcut found, we add the immediate next node
                    smoothPath.Add(path[i + 1]);
                }
            }

            // The last node doesn't need to be add because it's necessarily added to the smoothed path.
            // When i = path.count - 2, j = i + 2
            //  then j > path.count
            //      then bestclearindex still is -1
            //          then we add the i + 1 = path.count - 1 which is the last node
            //              [end of the demonstration]

            return(smoothPath);
        }