NLDClient-yudde/ProjectNLD/Assets/ThirdParty/TerrainGridSystem/Scripts/PathFinding/PathFinderFastIrregular.cs

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C#
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2023-08-22 19:08:45 +08:00
using UnityEngine;
using System;
using System.Collections.Generic;
namespace TGS.PathFinding {
public class PathFinderFastIrregular : IPathFinder {
// Heap variables are initializated to default, but I like to do it anyway
private Cell[] mGrid;
private PriorityQueueB<int> mOpen;
private List<PathFinderNode> mClose = new List<PathFinderNode>();
private HeuristicFormula mFormula = HeuristicFormula.Manhattan;
private float mHEstimate = 1;
private int mMaxSteps = 2000;
private float mMaxSearchCost = 100000;
private float mMaxCellCrossCost;
private PathFinderNodeFast[] mCalcGrid;
private byte mOpenNodeValue = 1;
private byte mCloseNodeValue = 2;
private OnCellCross mOnCellCross;
private int mMinClearance;
//Promoted local variables to member variables to avoid recreation between calls
private float mH;
private int mLocation;
private int mNewLocation;
private bool mFound;
private int mEndLocation;
private float mNewG;
private int mCellGroupMask = -1;
private bool mIgnoreCanCrossCheck;
private bool mIgnoreCellCost;
private bool mIncludeInvisibleCells;
public PathFinderFastIrregular(Cell[] grid) {
if (grid == null)
throw new Exception("Grid cannot be null");
mGrid = grid;
if (mCalcGrid == null || mCalcGrid.Length != grid.Length)
mCalcGrid = new PathFinderNodeFast[grid.Length];
mOpen = new PriorityQueueB<int>(new ComparePFNodeMatrix(mCalcGrid));
}
public void SetCalcMatrix(Cell[] grid) {
if (grid == null)
throw new Exception("Grid cannot be null");
if (grid.Length != mGrid.Length) // mGridX != (ushort) (mGrid.GetUpperBound(0) + 1) || mGridY != (ushort) (mGrid.GetUpperBound(1) + 1))
throw new Exception("SetCalcMatrix called with matrix with different dimensions. Call constructor instead.");
mGrid = grid;
Array.Clear(mCalcGrid, 0, mCalcGrid.Length);
ComparePFNodeMatrix comparer = (ComparePFNodeMatrix)mOpen.comparer;
comparer.SetMatrix(mCalcGrid);
}
public HeuristicFormula Formula {
get { return mFormula; }
set { mFormula = value; }
}
public float HeavyDiagonalsCost {
get { return 0; }
set { }
}
public CellType CellShape {
get { return CellType.Irregular; }
set { }
}
public float HeuristicEstimate {
get { return mHEstimate; }
set { mHEstimate = value; }
}
public float MaxSearchCost {
get { return mMaxSearchCost; }
set { mMaxSearchCost = value; }
}
public float MaxCellCrossCost {
get { return mMaxCellCrossCost; }
set { mMaxCellCrossCost = value; }
}
public int MaxSteps {
get { return mMaxSteps; }
set { mMaxSteps = value; }
}
public OnCellCross OnCellCross {
get { return mOnCellCross; }
set { mOnCellCross = value; }
}
public int CellGroupMask {
get { return mCellGroupMask; }
set { mCellGroupMask = value; }
}
public bool Diagonals {
get { return false; }
set { }
}
public bool IgnoreCanCrossCheck {
get { return mIgnoreCanCrossCheck; }
set { mIgnoreCanCrossCheck = value; }
}
public bool IgnoreCellCost {
get { return mIgnoreCellCost; }
set { mIgnoreCellCost = value; }
}
public bool IncludeInvisibleCells {
get { return mIncludeInvisibleCells; }
set { mIncludeInvisibleCells = value; }
}
public int MinClearance {
get { return mMinClearance; }
set { mMinClearance = value; }
}
public List<PathFinderNode> FindPath(TerrainGridSystem tgs, Cell startCell, Cell endCell, out float totalCost, bool evenLayout) {
totalCost = 0;
mFound = false;
if (mOpenNodeValue > 250) {
Array.Clear(mCalcGrid, 0, mCalcGrid.Length);
mOpenNodeValue = 1;
mCloseNodeValue = 2;
} else {
mOpenNodeValue += 2;
mCloseNodeValue += 2;
}
mOpen.Clear();
mClose.Clear();
mLocation = startCell.index;
mEndLocation = endCell.index;
mCalcGrid[mLocation].G = 0;
mCalcGrid[mLocation].F = mHEstimate;
mCalcGrid[mLocation].PX = (ushort)mLocation;
mCalcGrid[mLocation].Status = mOpenNodeValue;
mCalcGrid[mLocation].Steps = 0;
mOpen.Push(mLocation);
while (mOpen.Count > 0) {
mLocation = mOpen.Pop();
//Is it in closed list? means this node was already processed
if (mCalcGrid[mLocation].Status == mCloseNodeValue)
continue;
if (mLocation == mEndLocation) {
mCalcGrid[mLocation].Status = mCloseNodeValue;
mFound = true;
break;
}
// Lets calculate each successors
List<Cell> neighbours = mGrid[mLocation].neighbours;
int maxi = neighbours != null ? neighbours.Count : 0;
bool hasSideCosts = false;
float[] sideCosts = mGrid[mLocation].crossCost;
if (!mIgnoreCellCost && sideCosts != null) {
hasSideCosts = true;
}
for (int i = 0; i < maxi; i++) {
Cell ncell = neighbours[i];
// Unbreakeable?
if (!ncell.canCross && !mIgnoreCanCrossCheck)
continue;
if (ncell.clearance < mMinClearance) {
continue;
}
if (!mIncludeInvisibleCells && !ncell.visible)
continue;
float gridValue = (ncell.group & mCellGroupMask) != 0 ? 1 : 0;
if (gridValue == 0)
continue;
if (hasSideCosts) {
gridValue = sideCosts[0]; // irregular topology cells do not have per-edge crossing costs
if (gridValue > mMaxCellCrossCost) continue;
if (gridValue <= 0)
gridValue = 1;
}
// Check custom validator
if (mOnCellCross != null) {
gridValue += mOnCellCross(tgs, ncell.index);
}
mNewG = mCalcGrid[mLocation].G + gridValue;
if (mNewG > mMaxSearchCost || mCalcGrid[mLocation].Steps >= mMaxSteps)
continue;
mNewLocation = ncell.index;
//Is it open or closed?
if (mCalcGrid[mNewLocation].Status == mOpenNodeValue || mCalcGrid[mNewLocation].Status == mCloseNodeValue) {
// The current node has less code than the previous? then skip this node
if (mCalcGrid[mNewLocation].G <= mNewG)
continue;
}
mCalcGrid[mNewLocation].PX = (ushort)mLocation;
mCalcGrid[mNewLocation].G = mNewG;
mCalcGrid[mNewLocation].Steps = mCalcGrid[mLocation].Steps + 1;
switch (mFormula) {
case HeuristicFormula.Euclidean:
mH = mHEstimate * Vector2.Distance(ncell.center, mGrid[mLocation].center);
break;
default:
mH = mHEstimate * Vector2.SqrMagnitude(ncell.center - mGrid[mLocation].center);
break;
}
mCalcGrid[mNewLocation].F = mNewG + mH;
mOpen.Push(mNewLocation);
mCalcGrid[mNewLocation].Status = mOpenNodeValue;
}
mCalcGrid[mLocation].Status = mCloseNodeValue;
}
if (mFound) {
mClose.Clear();
int posX = endCell.index;
PathFinderNodeFast fNodeTmp = mCalcGrid[posX];
totalCost = fNodeTmp.G;
PathFinderNode fNode;
fNode.F = fNodeTmp.F;
fNode.G = fNodeTmp.G;
fNode.H = 0;
fNode.PX = fNodeTmp.PX;
fNode.PY = fNodeTmp.PY;
fNode.X = endCell.index;
fNode.Y = 0;
while (fNode.X != fNode.PX) {
mClose.Add(fNode);
posX = fNode.PX;
fNodeTmp = mCalcGrid[posX];
fNode.F = fNodeTmp.F;
fNode.G = fNodeTmp.G;
fNode.H = 0;
fNode.PX = fNodeTmp.PX;
fNode.PY = fNodeTmp.PY;
fNode.X = posX;
}
return mClose;
}
return null;
}
public List<PathFinderNode> FindPath(TerrainGridSystem tgs, Cell startCell, Cell endCell, int crossLevel, out float totalCost, bool evenLayout) {
totalCost = 0;
mFound = false;
if (mOpenNodeValue > 250) {
Array.Clear(mCalcGrid, 0, mCalcGrid.Length);
mOpenNodeValue = 1;
mCloseNodeValue = 2;
} else {
mOpenNodeValue += 2;
mCloseNodeValue += 2;
}
mOpen.Clear();
mClose.Clear();
mLocation = startCell.index;
mEndLocation = endCell.index;
mCalcGrid[mLocation].G = 0;
mCalcGrid[mLocation].F = mHEstimate;
mCalcGrid[mLocation].PX = (ushort)mLocation;
mCalcGrid[mLocation].Status = mOpenNodeValue;
mCalcGrid[mLocation].Steps = 0;
mOpen.Push(mLocation);
while (mOpen.Count > 0) {
mLocation = mOpen.Pop();
//Is it in closed list? means this node was already processed
if (mCalcGrid[mLocation].Status == mCloseNodeValue)
continue;
if (mLocation == mEndLocation) {
mCalcGrid[mLocation].Status = mCloseNodeValue;
mFound = true;
break;
}
// Lets calculate each successors
List<Cell> neighbours = mGrid[mLocation].neighbours;
int maxi = neighbours != null ? neighbours.Count : 0;
bool hasSideCosts = false;
float[] sideCosts = mGrid[mLocation].crossCost;
if (!mIgnoreCellCost && sideCosts != null) {
hasSideCosts = true;
}
for (int i = 0; i < maxi; i++) {
Cell ncell = neighbours[i];
// Unbreakeable?
if (!ncell.CanCross(crossLevel) && !mIgnoreCanCrossCheck)
continue;
if (ncell.clearance < mMinClearance) {
continue;
}
if (!mIncludeInvisibleCells && !ncell.visible)
continue;
float gridValue = (ncell.group & mCellGroupMask) != 0 ? 1 : 0;
if (gridValue == 0)
continue;
if (hasSideCosts) {
gridValue = sideCosts[0]; // irregular topology cells do not have per-edge crossing costs
if (gridValue > mMaxCellCrossCost) continue;
if (gridValue <= 0)
gridValue = 1;
}
// Check custom validator
if (mOnCellCross != null) {
gridValue += mOnCellCross(tgs, ncell.index);
}
mNewG = mCalcGrid[mLocation].G + gridValue;
if (mNewG > mMaxSearchCost || mCalcGrid[mLocation].Steps >= mMaxSteps)
continue;
mNewLocation = ncell.index;
//Is it open or closed?
if (mCalcGrid[mNewLocation].Status == mOpenNodeValue || mCalcGrid[mNewLocation].Status == mCloseNodeValue) {
// The current node has less code than the previous? then skip this node
if (mCalcGrid[mNewLocation].G <= mNewG)
continue;
}
mCalcGrid[mNewLocation].PX = (ushort)mLocation;
mCalcGrid[mNewLocation].G = mNewG;
mCalcGrid[mNewLocation].Steps = mCalcGrid[mLocation].Steps + 1;
switch (mFormula) {
case HeuristicFormula.Euclidean:
mH = mHEstimate * Vector2.Distance(ncell.center, mGrid[mLocation].center);
break;
default:
mH = mHEstimate * Vector2.SqrMagnitude(ncell.center - mGrid[mLocation].center);
break;
}
mCalcGrid[mNewLocation].F = mNewG + mH;
mOpen.Push(mNewLocation);
mCalcGrid[mNewLocation].Status = mOpenNodeValue;
}
mCalcGrid[mLocation].Status = mCloseNodeValue;
}
if (mFound) {
mClose.Clear();
int posX = endCell.index;
PathFinderNodeFast fNodeTmp = mCalcGrid[posX];
totalCost = fNodeTmp.G;
PathFinderNode fNode;
fNode.F = fNodeTmp.F;
fNode.G = fNodeTmp.G;
fNode.H = 0;
fNode.PX = fNodeTmp.PX;
fNode.PY = fNodeTmp.PY;
fNode.X = endCell.index;
fNode.Y = 0;
while (fNode.X != fNode.PX) {
mClose.Add(fNode);
posX = fNode.PX;
fNodeTmp = mCalcGrid[posX];
fNode.F = fNodeTmp.F;
fNode.G = fNodeTmp.G;
fNode.H = 0;
fNode.PX = fNodeTmp.PX;
fNode.PY = fNodeTmp.PY;
fNode.X = posX;
}
return mClose;
}
return null;
}
internal class ComparePFNodeMatrix : IComparer<int> {
protected PathFinderNodeFast[] mMatrix;
public ComparePFNodeMatrix(PathFinderNodeFast[] matrix) {
mMatrix = matrix;
}
public int Compare(int a, int b) {
if (mMatrix[a].F > mMatrix[b].F)
return 1;
else if (mMatrix[a].F < mMatrix[b].F)
return -1;
return 0;
}
public void SetMatrix(PathFinderNodeFast[] matrix) {
mMatrix = matrix;
}
}
}
}