mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-29 12:22:07 +01:00
Pathfinding rework
Pulled the whole thing apart and glued it back together
This commit is contained in:
@@ -342,3 +342,5 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: ef9b1c03bb478e84b931f1cbb3bbab8c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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startPoint: {x: 0, y: 0, z: 0}
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endPoint: {x: 200, y: 0, z: 200}
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@@ -8,32 +8,31 @@ public class NPCController : MonoBehaviour
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PathMap Map;
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private GameObject[,] ball;
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public List<PathNode> path;
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private int rows;
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[SerializeField] Vector3 startPoint;
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[SerializeField] Vector3 endPoint;
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// Start is called before the first frame update
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void Start()
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{
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ball = new GameObject[30, 30];
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Map = new PathMap(new Vector3(0, 0, 0), 30, 30, 30);
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for (int r = 0; r < 30; r++)
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{
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for (int c = 0; c < 30; c++)
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{
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startPoint = new Vector3(0,0,0);
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endPoint = new Vector3(100,0,100);
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rows = 45;
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Map = new PathMap(new Vector3(0, 0, 0), rows, rows, 100);
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Debug.Log("yeet");
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Map.setupMapWithNextLayer();
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//Looking through the low res search
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//path = Map.QueryNodes(startPoint,endPoint);
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if (path != null) {
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for (int i = 0; i < path.Count - 1; i++) {
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int x = path[i].index.x;
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int y = path[i].index.y;
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Debug.Log(path[i].index);
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Debug.Log(path[i].Position);
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GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Cube);
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sphere.transform.position = Map.map[r, c].Position;
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ball[r, c] = sphere;
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sphere.transform.position = Map.map[x, y].Position;
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}
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}
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path = Map.QueryNodes(new Vector3(0,0, 0), new Vector3(100, 0,100));
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//Debug.Log("yeet");
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Debug.Log(path.Count);
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Debug.Log((int)path[0].index.x + " "+ (int)path[0].index.y);
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for (int i = 0; i < path.Count - 1; i++) {
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int x = path[i].index.x;
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int y = path[i].index.y;
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Destroy(ball[x, y]);
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}
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}
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@@ -8,35 +8,56 @@ public class PathMap
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private Vector3 position;
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public PathNode[,] map;
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public PathMap parent;
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public Vector2Int parentIndex;
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private int rows = 30;
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private int cols = 30;
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private int rows = 100;
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private int cols = 100;
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private float spacing = 1f;
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private float height = 0;
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public Terrain t;
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private float w, h;
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private bool divided = false;
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private PathNode[] uncheckedNodes;
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private List<PathNode> openList;
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private List<PathNode> closedList;
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private List<PathNode> nextList;
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private List<PathNode> path;
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public PathMap(Vector3 Position, int Rows, int Cols, float Width)
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{
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setup(Position, Rows, Cols, Width);
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}
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public void setupMap()
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{
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Generate();
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//Add the references to the neighbors of all nodes
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AddAllNeighbors();
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}
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private void setup(Vector3 Position, int Rows, int Cols, float Width)
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{
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position = Position;
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rows = Rows;
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cols = Cols;
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w = Width;
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spacing = w / rows;
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//Array of all pathnodes in this chunk.
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map = new PathNode[rows, cols];
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//only for debugging
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openList = new List<PathNode>();
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@@ -45,43 +66,36 @@ public class PathMap
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//Path that will be returned at the end.
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path = new List<PathNode>();
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}
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public void setupMapWithNextLayer()
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{
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Generate();
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AddAllNeighbors();
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//addNextLayer();
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//Add the references to the neighbors of all nodes
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}
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public void Generate()
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{
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//Add all nodes into the map.
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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PathNode node = new PathNode(new Vector3(position.x + r * spacing, position.y + height, position.z + c * spacing));
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PathNode node = new PathNode();
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node.Position = new Vector3(this.position.x + r * spacing, this.position.y + height, this.position.z + c * spacing);
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node.index = new Vector2Int(r, c);
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node.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000;
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map[r, c] = node;
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}
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}
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//Add the references to the neighbors of all nodes
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AddAllNeighbors();
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}
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private PathNode FindClosestNode(Vector3 pos)
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{
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if (pos.x > 0 && pos.x < rows * spacing && pos.z > 0 && pos.z < cols * spacing)
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{
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return map[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)];
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}
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Vector2Int best = new Vector2Int(0,0);
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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if (Vector3.Distance(map[best.x, best.y].Position, pos) > Vector3.Distance(map[r, c].Position, pos)) {
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best.Set(r,c);
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}
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}
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}
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return map[best.x,best.y];
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}
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public List<PathNode> QueryNodes(Vector3 Vstart, Vector3 Vend)
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{
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bool finished = false;
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@@ -89,8 +103,8 @@ public class PathMap
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PathNode start = FindClosestNode(Vstart);
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start.Gscore = 0;
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PathNode end = FindClosestNode(Vend);
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Debug.Log("Searching a path from " + start.index + " to " + end.index);
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Debug.Log(start);
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Debug.Log("Searching a path from " + start.Position + " to " + end.Position);
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openList.Add(start);
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PathNode current;
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@@ -100,7 +114,7 @@ public class PathMap
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d++;
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if (d > 1000)
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{
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Debug.Log("Mist! Has not found a path");
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Debug.Log("Too many trys");
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return null;
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}
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int winner = 0;
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@@ -119,9 +133,9 @@ public class PathMap
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{
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foreach (PathNode p in current.neigbors)
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{
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if (!closedList.Contains(p))
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if (!closedList.Contains(p) && !p.Blocked)
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{
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float tempG = current.Gscore + heuristic(p.Position, current.Position);
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float tempG = current.Gscore + heuristic(p, current);
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bool newPath = false;
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if (openList.Contains(p))
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{
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@@ -139,7 +153,7 @@ public class PathMap
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}
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if (newPath)
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{
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p.Hscore = heuristic(p.Position, end.Position);
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p.Hscore = heuristic(p, end);
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p.Fscore = p.Gscore + p.Hscore;
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p.Previous = current;
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}
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@@ -166,12 +180,292 @@ public class PathMap
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return null;
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}
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public List<PathNode> LowerQueryNodes(Vector3 Vstart, Vector3 Vend, PathNode[] parentPath)
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{
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bool finished = false;
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private float heuristic(Vector3 pos1, Vector3 pos2)
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PathNode start = FindClosestNode(Vstart);
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start.Gscore = 0;
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PathNode end = FindClosestNode(Vend);
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Debug.Log("Searching a path from " + start.Position + " to " + end.Position + " but through the lower level.");
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openList.Add(start);
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PathNode current;
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int d = 0;
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while (!finished)
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{
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d++;
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if (d > 1000)
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{
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Debug.Log("Too many trys");
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return null;
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}
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int winner = 0;
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for (int i = 0; i < openList.Count; i++)
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{
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if (openList[i].Fscore < openList[winner].Fscore) winner = i;
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}
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current = openList[winner];
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openList.RemoveAt(winner);
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closedList.Add(current);
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if (current != end)
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{
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foreach (PathNode p in current.neigbors)
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{
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if (!closedList.Contains(p) && !p.Blocked)
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{
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float tempG = current.Gscore + heuristic(p, current);
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bool newPath = false;
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if (openList.Contains(p))
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{
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if (tempG < p.Gscore)
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{
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p.Gscore = tempG;
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newPath = true;
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}
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}
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else
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{
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p.Gscore = tempG;
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newPath = true;
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openList.Add(p);
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}
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if (newPath)
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{
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p.Hscore = heuristic(p, end);
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p.Fscore = p.Gscore + p.Hscore;
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p.Previous = current;
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}
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}
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}
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}
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else
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{
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Debug.Log("Path Has Been Found");
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PathNode temp = end;
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path.Add(temp);
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while (temp.Previous != null)
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{
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path.Add(temp.Previous);
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temp = temp.Previous;
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}
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path.Add(start);
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finished = true;
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return path;
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}
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}
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return null;
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}
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/* public void setupNeighborsLower() {
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//schleife f<>r alle parent Nodes
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for (int i = 0; i < rows;i++) {
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for (int j = 0; j < rows;j++)
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{
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for (int x = 0; x < rows; x++)
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{
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for (int y = 0; y < cols; y++)
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{
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//looking left and right and top and bottom
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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if (x != 0 && y != 0)
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{
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if (!indexOutOfBounds(index.x + x, index.y + y, rows, cols))
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + x, (int)index.y + y]);
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}
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else
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{
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//Rechts
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if (x == 1 && y == 0)
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{
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}
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//Links
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if (x == -1 && y == 0)
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{
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}
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//Oben
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if (x == 0 && y == -1)
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{
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}
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//Unten
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if (x == 0 && y == 1)
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{
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}
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//Diagonal
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//Oben-Rechts
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if (x == 1 && y == -1)
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{
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}
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//Unten-Rechts
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if (x == 1 && y == 1)
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{
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}
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//Unten-Links
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if (x == -1 && y == 1)
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{
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}
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//Oben-Links
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if (x == -1 && y == -1)
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{
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}*/
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public void addNextLayer()
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{
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PathNode[,] full = new PathNode[rows * rows, cols * cols];
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for (int i = 0; i < rows * rows; i++)
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{
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for (int j = 0; j < cols * cols; j++)
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{
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PathNode node = new PathNode();
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node.Position = new Vector3(this.position.x + i * spacing/rows,this.position.y,this.position.z + j * spacing/cols);
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full[i, j] = node;
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}
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}
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for (int i = 0; i < rows * rows; i++)
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{
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for (int j = 0; j < cols * cols; j++)
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{
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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if (!(x == 0 && y == 0))
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{
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if (!indexOutOfBounds(i + x, j + y, rows * rows, cols * cols))
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{
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//try
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//{
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full[i, j].neigbors.Add(full[i + x, j + y]);
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//}
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//catch
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//{
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// Debug.Log("poggers");
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//}
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}
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}
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}
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}
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}
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}
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for (int r = 0; r < rows; r++)
|
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{
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for (int c = 0; c < cols; c++)
|
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{
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PathNode node = map[r, c];
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Vector3 pos = node.Position;
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node.lowerLevel = new PathMap(pos, rows, cols, spacing);
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for (int i = 0; i < rows; i++)
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{
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for (int j = 0; j < cols; j++)
|
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{
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PathNode n = full[r*rows+i,c*cols + j];
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Debug.Log(n);
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node.lowerLevel.map[i,j].index = new Vector2Int(i, j);
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node.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000;
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node.lowerLevel.map[i, j] = node;
|
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}
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}
|
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node.lowerLevel.parent = this;
|
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|
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node.HasLowerLevel = true;
|
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|
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}
|
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}
|
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|
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divided = true;
|
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}
|
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private float heuristic(PathNode p1, PathNode p2)
|
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{
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//Calculates the HScore for a node.
|
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return Vector3.Distance(pos1, pos2);
|
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float dist = Vector3.Distance(p1.Position, p2.Position) / 2;
|
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float dist1 = dist * p1.ConditionWeight;
|
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float dist2 = dist * p2.ConditionWeight;
|
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|
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return dist1 + dist2;
|
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|
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}
|
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private PathNode FindClosestNode(Vector3 pos)
|
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{
|
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if (pos.x > 0 && pos.x < rows * spacing && pos.z > 0 && pos.z < cols * spacing && false)
|
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{
|
||||
|
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return map[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)];
|
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}
|
||||
Vector2Int best = new Vector2Int(0, 0);
|
||||
|
||||
for (int r = 0; r < rows; r++)
|
||||
{
|
||||
for (int c = 0; c < cols; c++)
|
||||
{
|
||||
if (Vector3.Distance(map[best.x, best.y].Position, pos) > Vector3.Distance(map[r, c].Position, pos))
|
||||
{
|
||||
best.Set(r, c);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
return map[best.x, best.y];
|
||||
}
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private void AddAllNeighbors()
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||||
{
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@@ -179,51 +473,48 @@ public class PathMap
|
||||
{
|
||||
for (int c = 0; c < cols; c++)
|
||||
{
|
||||
AddNeighbors(new Vector2(r, c));
|
||||
AddNeighbors(new Vector2Int(r, c));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
private void AddNeighbors(Vector2 index)
|
||||
|
||||
private void lookThroughLowerLevel()
|
||||
{
|
||||
//Adds references to all neigbors of a node.
|
||||
if ((int)index.x - 1 >= 0 && (int)index.y - 1 >= 0)
|
||||
{
|
||||
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y - 1]);
|
||||
}
|
||||
if ((int)index.y - 1 >= 0)
|
||||
{
|
||||
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y - 1]);
|
||||
}
|
||||
if ((int)index.x + 1 < rows && (int)index.y - 1 >= 0)
|
||||
{
|
||||
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y - 1]);
|
||||
}
|
||||
|
||||
if ((int)index.x - 1 >= 0)
|
||||
{
|
||||
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y]);
|
||||
}
|
||||
if ((int)index.x + 1 < rows && (int)index.y >= 0)
|
||||
{
|
||||
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if ((int)index.x - 1 >= 0 && (int)index.y + 1 < cols)
|
||||
{
|
||||
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y + 1]);
|
||||
}
|
||||
if ((int)index.y + 1 < cols)
|
||||
{
|
||||
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y + 1]);
|
||||
}
|
||||
if ((int)index.x + 1 < rows && (int)index.y + 1 < cols)
|
||||
{
|
||||
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y + 1]);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
private bool indexOutOfBounds(int x, int y, int rows, int cols)
|
||||
{
|
||||
if (x < 0 || x >= rows || y < 0 || y >= cols)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
private void AddNeighbors(Vector2Int index)
|
||||
{
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
if (!(x == 0 && y == 0))
|
||||
{
|
||||
if (x == 0 || y == 0)
|
||||
{
|
||||
if (!indexOutOfBounds(index.x + x, index.y + y, rows, cols))
|
||||
{
|
||||
map[index.x, index.y].neigbors.Add(map[index.x + x, index.y + y]);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,5 +1,3 @@
|
||||
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
@@ -9,18 +7,22 @@ public class PathNode
|
||||
|
||||
private Vector3 position;
|
||||
public Vector2Int index;
|
||||
public Vector2Int parentIndex;
|
||||
private float scoreF;
|
||||
private float scoreG;
|
||||
private float scoreH;
|
||||
public List<PathNode> neigbors;
|
||||
private PathMap lowerLevel;
|
||||
|
||||
public PathMap lowerLevel;
|
||||
private bool hasLowerLevel = false;
|
||||
private float conditionWeight = 1f;
|
||||
private PathNode previous;
|
||||
private bool blocked;
|
||||
|
||||
public PathNode(Vector3 Pos)
|
||||
|
||||
public PathNode()
|
||||
{
|
||||
neigbors = new List<PathNode>();
|
||||
position = Pos;
|
||||
position = Vector3.zero;
|
||||
scoreG = Mathf.Infinity;
|
||||
scoreF = Mathf.Infinity;
|
||||
scoreH = Mathf.Infinity;
|
||||
@@ -28,7 +30,7 @@ public class PathNode
|
||||
|
||||
public void activateNextLevel()
|
||||
{
|
||||
//lowerLevel = new PathMap(30, 30, float width, float height);
|
||||
|
||||
}
|
||||
|
||||
public Vector3 Position { get => position; set => position = value; }
|
||||
@@ -36,4 +38,7 @@ public class PathNode
|
||||
public float Gscore { get => scoreG; set => scoreG = value; }
|
||||
public float Fscore { get => scoreF; set => scoreF = value; }
|
||||
public PathNode Previous { get => previous; set => previous = value; }
|
||||
public float ConditionWeight { get => conditionWeight; set => conditionWeight = value; }
|
||||
public bool Blocked { get => blocked; set => blocked = value; }
|
||||
public bool HasLowerLevel { get => hasLowerLevel; set => hasLowerLevel = value; }
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0f50f0a081672ea4a9bc9f13de003f0a
|
||||
guid: 8c0191b07f1e4654d9dd893623534cb6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
Reference in New Issue
Block a user