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			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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| 
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| public class PathMap
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| {
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| 
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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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| 
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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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| 
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|     private List<PathNode> openList;
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|     private List<PathNode> closedList;
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| 
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|     private List<PathNode> path;
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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 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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| 
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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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| 
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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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| 
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|         //Array of all pathnodes in this chunk.
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|         map = new PathNode[rows, cols];
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| 
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| 
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|         //only for debugging
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| 
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| 
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| 
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|         openList = new List<PathNode>();
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|         closedList = new List<PathNode>();
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| 
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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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|     }
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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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| 
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|         //Add the references to the neighbors of all nodes
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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 
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| 
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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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|                 }
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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|         //Reseting some variables
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|         bool finished = false;
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|         PathNode current;
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| 
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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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| 
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| 
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|         Debug.Log("Searching a path from " + start.Position + " to " + end.Position + " but through the lower level.");
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| 
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| 
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| 
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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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| 
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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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| 
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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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| 
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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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|                 }
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|             }
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|             else
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|             {
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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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|         }
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|         return null;
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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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| 
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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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| 
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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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| 
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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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|             }
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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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|                 }
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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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|         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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| 
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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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| 
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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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|     }
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| 
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|     private void lookThroughLowerLevel()
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|     {
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| 
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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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|     }
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| 
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| } | 
