mirror of
https://github.com/DerTyp7/industrialize-unity.git
synced 2025-10-29 12:32:12 +01:00
200 lines
6.6 KiB
C#
200 lines
6.6 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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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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public static Pathfinding instance { get; private set; }
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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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public Pathfinding(int width, int height, float cellSize)
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{
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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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foreach (PathNode node in grid.gridArray)
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{
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node.neighbourList = GetNeighbourList(node);
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}
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}
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public Grid<PathNode> GetGrid()
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{
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return grid;
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}
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public List<Vector3> FindPath(Vector3 startWorldPosition, Vector3 endWorldPosition, bool ignoreIsWalkable = false)
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{
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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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List<PathNode> path = FindPath(startX, startY, endX, endY, ignoreIsWalkable);
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if (path == null)
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{
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return null;
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}
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else
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{
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List<Vector3> vectorPath = new List<Vector3>();
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foreach (PathNode pathNode in path)
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{
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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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public List<PathNode> FindPath(int startX, int startY, int endX, int endY, bool ignoreIsWalkable = false)
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{
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var timer = new System.Diagnostics.Stopwatch();
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timer.Start();
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PathNode startNode = grid.GetGridObject(startX, startY);
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PathNode endNode = grid.GetGridObject(endX, endY);
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if (startNode == null || endNode == null)
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{
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// Invalid Path
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return null;
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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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for (int x = 0; x < grid.GetWidth(); x++)
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{
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for (int y = 0; y < grid.GetHeight(); y++)
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{
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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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startNode.gCost = 0;
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startNode.hCost = CalculateDistanceCost(startNode, endNode);
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startNode.CalculateFCost();
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while (openList.Count > 0)
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{
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PathNode currentNode = GetLowestFCostNode(openList);
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if (currentNode == endNode)
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{
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// Reached final node
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timer.Stop();
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TimeSpan timeTaken = timer.Elapsed;
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Debug.Log("Time taken: " + timeTaken.ToString(@"m\:ss\.fff"));
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return CalculatePath(endNode);
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}
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openList.Remove(currentNode);
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closedList.Add(currentNode);
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foreach (PathNode neighbourNode in currentNode.neighbourList)
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{
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if (closedList.Contains(neighbourNode)) continue;
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if (!neighbourNode.isWalkable && !ignoreIsWalkable)
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{ // If neighbouring node is not walkable instantly add them to closed
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closedList.Add(neighbourNode);
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continue;
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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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{
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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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if (!openList.Contains(neighbourNode))
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{
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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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// Out of nodes on the openList
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return null;
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}
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private List<PathNode> GetNeighbourList(PathNode currentNode)
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{
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List<PathNode> neighbourList = new List<PathNode>();
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if (currentNode.x - 1 >= 0)
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{
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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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{
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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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return neighbourList;
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}
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public PathNode GetNode(int x, int y)
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{
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return grid.GetGridObject(x, y);
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}
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private List<PathNode> CalculatePath(PathNode endNode)
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{
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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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{
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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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private int CalculateDistanceCost(PathNode a, PathNode b)
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{
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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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private PathNode GetLowestFCostNode(List<PathNode> pathNodeList)
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{
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PathNode lowestFCostNode = pathNodeList[0];
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for (int i = 1; i < pathNodeList.Count; i++)
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{
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if (pathNodeList[i].fCost < lowestFCostNode.fCost)
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{
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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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