Files
LuaCsForBarotraumaEP/Subsurface/Characters/AI/PathFinder.cs

241 lines
7.0 KiB
C#

using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace Subsurface
{
class PathNode
{
private WayPoint wayPoint;
private int wayPointID;
public int state;
public PathNode Parent;
private Vector2 position;
public float F,G,H;
public List<PathNode> connections;
public float[] distances;
public WayPoint Waypoint
{
get { return wayPoint; }
}
public Vector2 Position
{
get {return position;}
}
public PathNode(WayPoint wayPoint)
{
this.wayPoint = wayPoint;
this.position = wayPoint.SimPosition;
wayPointID = wayPoint.ID;
connections = new List<PathNode>();
}
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
{
var nodes = new Dictionary<int, PathNode>();
foreach (WayPoint wayPoint in wayPoints)
{
nodes.Add(wayPoint.ID, new PathNode(wayPoint));
}
foreach (KeyValuePair<int,PathNode> node in nodes)
{
foreach (MapEntity linked in node.Value.wayPoint.linkedTo)
{
PathNode connectedNode = null;
nodes.TryGetValue(linked.ID, out connectedNode);
if (connectedNode == null) continue;
node.Value.connections.Add(connectedNode);
}
}
var nodeList = nodes.Values.ToList();
foreach (PathNode node in nodeList)
{
node.distances = new float[node.connections.Count];
for (int i = 0; i< node.distances.Length; i++)
{
node.distances[i] = Vector2.Distance(node.position, node.connections[i].position);
}
}
return nodeList;
}
}
class PathFinder
{
List<PathNode> nodes;
private bool insideSubmarine;
public PathFinder(List<WayPoint> wayPoints, bool insideSubmarine = false)
{
nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.MoveWithLevel != insideSubmarine));
this.insideSubmarine = insideSubmarine;
}
public SteeringPath FindPath(Vector2 start, Vector2 end)
{
float closestDist = 0.0f;
PathNode startNode = null;
foreach (PathNode node in nodes)
{
float dist = Vector2.Distance(start,node.Position);
if (dist<closestDist || startNode==null)
{
closestDist = dist;
startNode = node;
}
}
closestDist = 0.0f;
PathNode endNode = null;
foreach (PathNode node in nodes)
{
float dist = Vector2.Distance(end, node.Position);
if (dist < closestDist || endNode == null)
{
closestDist = dist;
endNode = node;
}
}
if (startNode == null || endNode == null)
{
DebugConsole.ThrowError("Pathfinding error, couldn't find pathnodes");
return new SteeringPath();
}
return FindPath(startNode,endNode);
}
public SteeringPath FindPath(WayPoint start, WayPoint end)
{
PathNode startNode=null, endNode=null;
foreach (PathNode node in nodes)
{
if (node.Waypoint == start)
{
startNode = node;
if (endNode != null) break;
}
if (node.Waypoint == end)
{
endNode = node;
if (startNode != null) break;
}
if (startNode==null || endNode==null)
{
DebugConsole.ThrowError("Pathfinding error, couldn't find matching pathnodes to waypoints");
return new SteeringPath();;
}
}
return FindPath(startNode, endNode);
}
private SteeringPath FindPath(PathNode start, PathNode end)
{
foreach (PathNode node in nodes)
{
node.state = 0;
node.F = 0.0f;
node.G = 0.0f;
node.H = 0.0f;
}
start.state = 1;
while (true)
{
PathNode currNode = null;
float dist = 10000.0f;
foreach (PathNode node in nodes)
{
if (node.state != 1) continue;
if (node.F < dist)
{
dist = node.F;
currNode = node;
}
}
if (currNode == null || currNode == end) break;
currNode.state = 2;
for (int i = 0; i < currNode.connections.Count; i++)
{
PathNode nextNode = currNode.connections[i];
//a node that hasn't been searched yet
if (nextNode.state==0)
{
nextNode.H = Vector2.Distance(nextNode.Position,end.Position);
nextNode.G = currNode.G + currNode.distances[i];
nextNode.F = nextNode.G + nextNode.H;
nextNode.Parent = currNode;
nextNode.state = 1;
}
//node that has been searched
else if (nextNode.state==1)
{
float tempG = currNode.G + currNode.distances[i];
//only use if this new route is better than the
//route the node was a part of
if (tempG < nextNode.G)
{
nextNode.G = tempG;
nextNode.F = nextNode.G + nextNode.H;
nextNode.Parent = currNode;
}
}
}
}
if (end.state==0)
{
//path not found
return new SteeringPath();
}
SteeringPath path = new SteeringPath();
List<WayPoint> finalPath = new List<WayPoint>();
PathNode pathNode = end;
while (pathNode != start && pathNode != null)
{
finalPath.Add(pathNode.Waypoint);
pathNode = pathNode.Parent;
}
finalPath.Reverse();
foreach (WayPoint wayPoint in finalPath)
{
path.AddNode(wayPoint);
}
return path;
}
}
}