mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-31 21:27:06 +01:00
471 lines
12 KiB
C#
471 lines
12 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PathMap
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{
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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 = 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 List<PathNode> openList;
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private List<PathNode> closedList;
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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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closedList = new List<PathNode>();
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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();
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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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}
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public List<PathNode> QueryNodes(Vector3 Vstart, Vector3 Vend)
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{
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openList = new List<PathNode>();
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closedList = new List<PathNode>();
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path = new List<PathNode>();
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bool finished = false;
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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);
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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 > 2025)
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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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if (openList.Count != 0)
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{
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current = openList[winner];
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}
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else
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{
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Debug.Log("Fuck");
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return null;
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}
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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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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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Debug.Log("Path Has Been Found with " + path.Count + " nodes.");
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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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private bool isInParent(List<PathNode> path, Vector2Int index)
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{
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for (int i = 0; i < path.Count; i++)
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{
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if (path[i].index == index) { return true; }
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}
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return false;
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}
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public List<PathNode> LowerQueryNodes(Vector3 Vstart, Vector3 Vend)
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{
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List<PathNode> excludeNodes = new List<PathNode>();
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List<PathNode> parentPath = QueryNodes(Vstart, Vend);
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if (parentPath == null)
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{
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Debug.Log("The Parent didnt find the end!");
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return null;
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}
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//Reseting all the lists.
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openList = new List<PathNode>();
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closedList = new List<PathNode>();
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path = new List<PathNode>();
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//Reseting some variables
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bool finished = false;
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PathNode current;
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//Setup for the start node
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PathNode start = parentPath[parentPath.Count - 1].lowerLevel.FindClosestNode(Vstart);
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start.Gscore = 0;
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openList.Add(start);
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//Setup for the end node
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PathNode end = parentPath[0].lowerLevel.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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int d = 0;
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while (!finished)
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{
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d++;
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if (d > 40*40*40*40)
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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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if (openList.Count != 0)
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{
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current = openList[winner];
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}
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else {
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Debug.Log("openlist is empty!");
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return null;
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}
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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 && isInParent(parentPath, p.parentIndex))
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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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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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Debug.Log("Path Has Been Found with " + path.Count + " nodes.");
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finished = true;
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return path;
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}
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if (openList.Count == 0)
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{
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Debug.Log(d);
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excludeNodes.Add(current);
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Debug.Log("Could not find a path!");
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return null;
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}
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}
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return null;
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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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full[i, j].neigbors.Add(full[i + x, j + y]);
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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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n.index.Set(i, j);
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n.parentIndex.Set(r, c);
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n.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000;
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node.lowerLevel.map[i, j] = n;
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}
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}
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node.lowerLevel.parent = this;
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node.HasLowerLevel = true;
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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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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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return dist1 + dist2;
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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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}
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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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{
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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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private void AddAllNeighbors()
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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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AddNeighbors(new Vector2Int(r, c));
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}
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}
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}
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private void lookThroughLowerLevel()
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{
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}
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private bool indexOutOfBounds(int x, int y, int rows, int cols)
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{
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if (x < 0 || x >= rows || y < 0 || y >= cols)
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{
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return true;
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}
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return false;
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}
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private void AddNeighbors(Vector2Int index)
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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 (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[index.x, index.y].neigbors.Add(map[index.x + x, index.y + y]);
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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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} |