using System.Collections; using System.Collections.Generic; using UnityEngine; public class PathMap { private Vector3 position; public PathNode[,] map; public PathMap parent; public Vector2Int parentIndex; private int rows = 100; private int cols = 100; private float spacing = 1f; private float height = 0; public Terrain t; private float w, h; private bool divided = false; private List openList; private List closedList; private List path; public PathMap(Vector3 Position, int Rows, int Cols, float Width) { setup(Position, Rows, Cols, Width); } public void setupMap() { Generate(); //Add the references to the neighbors of all nodes AddAllNeighbors(); } private void setup(Vector3 Position, int Rows, int Cols, float Width) { position = Position; rows = Rows; cols = Cols; w = Width; spacing = w / rows; //Array of all pathnodes in this chunk. map = new PathNode[rows, cols]; //only for debugging openList = new List(); closedList = new List(); //Path that will be returned at the end. path = new List(); } public void setupMapWithNextLayer() { Generate(); AddAllNeighbors(); //addNextLayer(); //Add the references to the neighbors of all nodes } public void Generate() { //Add all nodes into the map. for (int r = 0; r < rows; r++) { for (int c = 0; c < cols; c++) { PathNode node = new PathNode(); node.Position = new Vector3(this.position.x + r * spacing, this.position.y + height, this.position.z + c * spacing); node.index = new Vector2Int(r, c); node.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000; map[r, c] = node; } } } public List QueryNodes(Vector3 Vstart, Vector3 Vend) { bool finished = false; PathNode start = FindClosestNode(Vstart); start.Gscore = 0; PathNode end = FindClosestNode(Vend); Debug.Log(start); Debug.Log("Searching a path from " + start.Position + " to " + end.Position); openList.Add(start); PathNode current; int d = 0; while (!finished) { d++; if (d > 1000) { Debug.Log("Too many trys"); return null; } int winner = 0; for (int i = 0; i < openList.Count; i++) { if (openList[i].Fscore < openList[winner].Fscore) winner = i; } current = openList[winner]; openList.RemoveAt(winner); closedList.Add(current); if (current != end) { foreach (PathNode p in current.neigbors) { if (!closedList.Contains(p) && !p.Blocked) { float tempG = current.Gscore + heuristic(p, current); bool newPath = false; if (openList.Contains(p)) { if (tempG < p.Gscore) { p.Gscore = tempG; newPath = true; } } else { p.Gscore = tempG; newPath = true; openList.Add(p); } if (newPath) { p.Hscore = heuristic(p, end); p.Fscore = p.Gscore + p.Hscore; p.Previous = current; } } } } else { Debug.Log("Path Has Been Found"); PathNode temp = end; path.Add(temp); while (temp.Previous != null) { path.Add(temp.Previous); temp = temp.Previous; } path.Add(start); finished = true; return path; } } return null; } public List LowerQueryNodes(Vector3 Vstart, Vector3 Vend, PathNode[] parentPath) { bool finished = false; PathNode start = FindClosestNode(Vstart); start.Gscore = 0; PathNode end = FindClosestNode(Vend); Debug.Log("Searching a path from " + start.Position + " to " + end.Position + " but through the lower level."); openList.Add(start); PathNode current; int d = 0; while (!finished) { d++; if (d > 1000) { Debug.Log("Too many trys"); return null; } int winner = 0; for (int i = 0; i < openList.Count; i++) { if (openList[i].Fscore < openList[winner].Fscore) winner = i; } current = openList[winner]; openList.RemoveAt(winner); closedList.Add(current); if (current != end) { foreach (PathNode p in current.neigbors) { if (!closedList.Contains(p) && !p.Blocked) { float tempG = current.Gscore + heuristic(p, current); bool newPath = false; if (openList.Contains(p)) { if (tempG < p.Gscore) { p.Gscore = tempG; newPath = true; } } else { p.Gscore = tempG; newPath = true; openList.Add(p); } if (newPath) { p.Hscore = heuristic(p, end); p.Fscore = p.Gscore + p.Hscore; p.Previous = current; } } } } else { Debug.Log("Path Has Been Found"); PathNode temp = end; path.Add(temp); while (temp.Previous != null) { path.Add(temp.Previous); temp = temp.Previous; } path.Add(start); finished = true; return path; } } return null; } /* public void setupNeighborsLower() { //schleife für alle parent Nodes for (int i = 0; i < rows;i++) { for (int j = 0; j < rows;j++) { for (int x = 0; x < rows; x++) { for (int y = 0; y < cols; y++) { //looking left and right and top and bottom for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { if (x != 0 && y != 0) { if (!indexOutOfBounds(index.x + x, index.y + y, rows, cols)) { map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + x, (int)index.y + y]); } else { //Rechts if (x == 1 && y == 0) { } //Links if (x == -1 && y == 0) { } //Oben if (x == 0 && y == -1) { } //Unten if (x == 0 && y == 1) { } //Diagonal //Oben-Rechts if (x == 1 && y == -1) { } //Unten-Rechts if (x == 1 && y == 1) { } //Unten-Links if (x == -1 && y == 1) { } //Oben-Links if (x == -1 && y == -1) { } } } } } } } } } } }*/ public void addNextLayer() { PathNode[,] full = new PathNode[rows * rows, cols * cols]; for (int i = 0; i < rows * rows; i++) { for (int j = 0; j < cols * cols; j++) { PathNode node = new PathNode(); node.Position = new Vector3(this.position.x + i * spacing/rows,this.position.y,this.position.z + j * spacing/cols); full[i, j] = node; } } for (int i = 0; i < rows * rows; i++) { for (int j = 0; j < cols * cols; j++) { for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { if (!(x == 0 && y == 0)) { if (!indexOutOfBounds(i + x, j + y, rows * rows, cols * cols)) { //try //{ full[i, j].neigbors.Add(full[i + x, j + y]); //} //catch //{ // Debug.Log("poggers"); //} } } } } } } for (int r = 0; r < rows; r++) { for (int c = 0; c < cols; c++) { PathNode node = map[r, c]; Vector3 pos = node.Position; node.lowerLevel = new PathMap(pos, rows, cols, spacing); for (int i = 0; i < rows; i++) { for (int j = 0; j < cols; j++) { PathNode n = full[r*rows+i,c*cols + j]; Debug.Log(n); node.lowerLevel.map[i,j].index = new Vector2Int(i, j); node.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000; node.lowerLevel.map[i, j] = node; } } node.lowerLevel.parent = this; node.HasLowerLevel = true; } } divided = true; } private float heuristic(PathNode p1, PathNode p2) { //Calculates the HScore for a node. float dist = Vector3.Distance(p1.Position, p2.Position) / 2; float dist1 = dist * p1.ConditionWeight; float dist2 = dist * p2.ConditionWeight; return dist1 + dist2; } private PathNode FindClosestNode(Vector3 pos) { if (pos.x > 0 && pos.x < rows * spacing && pos.z > 0 && pos.z < cols * spacing && false) { return map[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)]; } 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]; } private void AddAllNeighbors() { for (int r = 0; r < rows; r++) { for (int c = 0; c < cols; c++) { AddNeighbors(new Vector2Int(r, c)); } } } private void lookThroughLowerLevel() { } 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]); } } } } } } }