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			162 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			5.8 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 Pathfinding {
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| 
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|     private const int MOVE_STRAIGHT_COST = 10;
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|     private const int MOVE_DIAGONAL_COST = 14;
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| 
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|     public static Pathfinding Instance { get; private set; }
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| 
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|     private Grid<PathNode> grid;
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|     private List<PathNode> openList;
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|     private List<PathNode> closedList;
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| 
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|     public Pathfinding(int width, int height, float cellSize) {
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|         Instance = this;
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|         grid = new Grid<PathNode>(width, height, cellSize, Vector3.zero, (Grid<PathNode> g, int x, int y) => new PathNode(g, x, y));
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|     }
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| 
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|     public Grid<PathNode> GetGrid() {
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|         return grid;
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|     }
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| 
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|     public List<Vector3> FindPath(Vector3 startWorldPosition, Vector3 endWorldPosition) {
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|         grid.GetXY(startWorldPosition, out int startX, out int startY);
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|         grid.GetXY(endWorldPosition, out int endX, out int endY);
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| 
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|         List<PathNode> path = FindPath(startX, startY, endX, endY);
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|         if (path == null) {
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|             return null;
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|         } else {
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|             List<Vector3> vectorPath = new List<Vector3>();
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|             foreach (PathNode pathNode in path) {
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|                 vectorPath.Add(new Vector3(pathNode.x, pathNode.y) * grid.GetCellSize() + Vector3.one * grid.GetCellSize() * .5f);
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|             }
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|             return vectorPath;
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|         }
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|     }
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| 
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|     public List<PathNode> FindPath(int startX, int startY, int endX, int endY) {
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|         PathNode startNode = grid.GetGridObject(startX, startY);
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|         PathNode endNode = grid.GetGridObject(endX, endY);
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| 
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|         if (startNode == null || endNode == null) {
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|             // Invalid Path
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|             return null;
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|         }
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| 
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|         openList = new List<PathNode> { startNode };
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|         closedList = new List<PathNode>();
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| 
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|         for (int x = 0; x < grid.GetWidth(); x++) {
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|             for (int y = 0; y < grid.GetHeight(); y++) {
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|                 PathNode pathNode = grid.GetGridObject(x, y);
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|                 pathNode.gCost = 99999999;
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|                 pathNode.CalculateFCost();
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|                 pathNode.cameFromNode = null;
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|             }
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|         }
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| 
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|         startNode.gCost = 0;
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|         startNode.hCost = CalculateDistanceCost(startNode, endNode);
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|         startNode.CalculateFCost();
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| 
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|         while (openList.Count > 0) {
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|             PathNode currentNode = GetLowestFCostNode(openList);
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|             if (currentNode == endNode) {
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|                 // Reached final node
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|                 return CalculatePath(endNode);
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|             }
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| 
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|             openList.Remove(currentNode);
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|             closedList.Add(currentNode);
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| 
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|             foreach (PathNode neighbourNode in GetNeighbourList(currentNode)) {
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|                 if (closedList.Contains(neighbourNode)) continue;
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|                 if (!neighbourNode.isWalkable) {
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|                     closedList.Add(neighbourNode);
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|                     continue;
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|                 }
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| 
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|                 int tentativeGCost = currentNode.gCost + CalculateDistanceCost(currentNode, neighbourNode);
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|                 if (tentativeGCost < neighbourNode.gCost) {
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|                     neighbourNode.cameFromNode = currentNode;
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|                     neighbourNode.gCost = tentativeGCost;
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|                     neighbourNode.hCost = CalculateDistanceCost(neighbourNode, endNode);
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|                     neighbourNode.CalculateFCost();
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| 
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|                     if (!openList.Contains(neighbourNode)) {
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|                         openList.Add(neighbourNode);
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|                     }
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|                 }
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|             }
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|         }
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| 
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|         // Out of nodes on the openList
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|         return null;
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|     }
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| 
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|     private List<PathNode> GetNeighbourList(PathNode currentNode) {
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|         List<PathNode> neighbourList = new List<PathNode>();
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| 
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|         if (currentNode.x - 1 >= 0) {
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|             // Left
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|             neighbourList.Add(GetNode(currentNode.x - 1, currentNode.y));
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|             // Left Down
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|            // if (currentNode.y - 1 >= 0) neighbourList.Add(GetNode(currentNode.x - 1, currentNode.y - 1));
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|             // Left Up
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|            // if (currentNode.y + 1 < grid.GetHeight()) neighbourList.Add(GetNode(currentNode.x - 1, currentNode.y + 1));
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|         }
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|         if (currentNode.x + 1 < grid.GetWidth()) {
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|             // Right
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|             neighbourList.Add(GetNode(currentNode.x + 1, currentNode.y));
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|             // Right Down
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|            // if (currentNode.y - 1 >= 0) neighbourList.Add(GetNode(currentNode.x + 1, currentNode.y - 1));
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|             // Right Up
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|            // if (currentNode.y + 1 < grid.GetHeight()) neighbourList.Add(GetNode(currentNode.x + 1, currentNode.y + 1));
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|         }
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|         // Down
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|         if (currentNode.y - 1 >= 0) neighbourList.Add(GetNode(currentNode.x, currentNode.y - 1));
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|         // Up
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|         if (currentNode.y + 1 < grid.GetHeight()) neighbourList.Add(GetNode(currentNode.x, currentNode.y + 1));
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| 
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|         return neighbourList;
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|     }
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| 
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|     public PathNode GetNode(int x, int y) {
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|         return grid.GetGridObject(x, y);
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|     }
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| 
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|     private List<PathNode> CalculatePath(PathNode endNode) {
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|         List<PathNode> path = new List<PathNode>();
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|         path.Add(endNode);
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|         PathNode currentNode = endNode;
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|         while (currentNode.cameFromNode != null) {
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|             path.Add(currentNode.cameFromNode);
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|             currentNode = currentNode.cameFromNode;
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|         }
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|         path.Reverse();
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|         return path;
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|     }
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| 
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|     private int CalculateDistanceCost(PathNode a, PathNode b) {
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|         int xDistance = Mathf.Abs(a.x - b.x);
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|         int yDistance = Mathf.Abs(a.y - b.y);
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|         int remaining = Mathf.Abs(xDistance - yDistance);
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|         return MOVE_DIAGONAL_COST * Mathf.Min(xDistance, yDistance) + MOVE_STRAIGHT_COST * remaining;
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|     }
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| 
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|     private PathNode GetLowestFCostNode(List<PathNode> pathNodeList) {
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|         PathNode lowestFCostNode = pathNodeList[0];
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|         for (int i = 1; i < pathNodeList.Count; i++) {
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|             if (pathNodeList[i].fCost < lowestFCostNode.fCost) {
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|                 lowestFCostNode = pathNodeList[i];
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|             }
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|         }
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|         return lowestFCostNode;
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|     }
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| 
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| }
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