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Unity 3D A* pathing, adapted from Redblob http://www.redblobgames.com/pathfinding/a-star/introduction.html
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using UnityEngine; | |
using System; | |
using System.Collections.Generic; | |
using System.Collections; | |
// A* needs only a WeightedGraph and a location type L, and does *not* | |
// have to be a grid. However, in the example code I am using a grid. | |
public interface WeightedGraph<L> | |
{ | |
int Cost(Location a, Location b); | |
IEnumerable<Location> Neighbors(Location id); | |
} | |
public class Location | |
{ | |
// Implementation notes: I am using the default Equals but it can | |
// be slow. You'll probably want to override both Equals and | |
// GetHashCode in a real project. | |
public readonly int x, y; | |
public Location(int x, int y) | |
{ | |
this.x = x; | |
this.y = y; | |
} | |
public Location(Vector3 position) | |
{ | |
this.x = Mathf.RoundToInt(position.x); | |
this.y = Mathf.RoundToInt(position.y); | |
} | |
public override bool Equals(System.Object obj){ | |
if(obj == null) { | |
return false; | |
} | |
Location location = obj as Location; | |
if((System.Object)location == null) { | |
return false; | |
} | |
return this.x == location.x && this.y == location.y; | |
} | |
public override int GetHashCode() { | |
return x ^ y; | |
} | |
public Vector3 vector3() { | |
return new Vector3 (this.x, this.y, 0f); | |
} | |
} | |
public class SquareGrid : WeightedGraph<Location> | |
{ | |
// Implementation notes: I made the fields public for convenience, | |
// but in a real project you'll probably want to follow standard | |
// style and make them private. | |
public static readonly Location[] DIRS = new [] | |
{ | |
new Location(1, 0), | |
new Location(0, -1), | |
new Location(-1, 0), | |
new Location(0, 1) | |
}; | |
public int x, y, width, height; | |
public HashSet<Location> floor = new HashSet<Location>(); | |
public HashSet<Location> objects = new HashSet<Location>(); | |
public HashSet<Location> forests = new HashSet<Location>(); | |
public SquareGrid(int x, int y, int width, int height) | |
{ | |
this.x = x; | |
this.y = y; | |
this.width = width; | |
this.height = height; | |
} | |
public bool InBounds(Location id) | |
{ | |
return x <= id.x && id.x < width | |
&& y <= id.y && id.y < height; | |
} | |
public bool Passable(Location id) | |
{ | |
return floor.Contains(id) && !objects.Contains(id); | |
} | |
public int Cost(Location a, Location b) | |
{ | |
return forests.Contains(b) ? 5 : 1; | |
} | |
public IEnumerable<Location> Neighbors(Location id) | |
{ | |
foreach (var dir in DIRS) { | |
Location next = new Location(id.x + dir.x, id.y + dir.y); | |
if (InBounds(next) && Passable(next)) { | |
yield return next; | |
} | |
} | |
} | |
} | |
public class Tuple<T1, T2> | |
{ | |
public T1 Item1 { get; private set; } | |
public T2 Item2 { get; private set; } | |
internal Tuple(T1 first, T2 second) | |
{ | |
Item1 = first; | |
Item2 = second; | |
} | |
} | |
public static class Tuple | |
{ | |
public static Tuple<T1, T2> Create<T1, T2>(T1 first, T2 second) | |
{ | |
var tuple = new Tuple<T1, T2>(first, second); | |
return tuple; | |
} | |
} | |
public class PriorityQueue<T> | |
{ | |
// I'm using an unsorted array for this example, but ideally this | |
// would be a binary heap. Find a binary heap class: | |
// * https://bitbucket.org/BlueRaja/high-speed-priority-queue-for-c/wiki/Home | |
// * http://visualstudiomagazine.com/articles/2012/11/01/priority-queues-with-c.aspx | |
// * http://xfleury.github.io/graphsearch.html | |
// * http://stackoverflow.com/questions/102398/priority-queue-in-net | |
private List<Tuple<T, int>> elements = new List<Tuple<T, int>>(); | |
public int Count | |
{ | |
get { return elements.Count; } | |
} | |
public void Enqueue(T item, int priority) | |
{ | |
elements.Add(Tuple.Create(item, priority)); | |
} | |
public T Dequeue() | |
{ | |
int bestIndex = 0; | |
for (int i = 0; i < elements.Count; i++) { | |
if (elements[i].Item2 < elements[bestIndex].Item2) { | |
bestIndex = i; | |
} | |
} | |
T bestItem = elements[bestIndex].Item1; | |
elements.RemoveAt(bestIndex); | |
return bestItem; | |
} | |
} | |
public class Pathing | |
{ | |
public Dictionary<Location, Location> cameFrom | |
= new Dictionary<Location, Location>(); | |
public Dictionary<Location, int> costSoFar | |
= new Dictionary<Location, int>(); | |
private Location start; | |
private Location goal; | |
// Note: a generic version of A* would abstract over Location and | |
// also Heuristic | |
static public int Heuristic(Location a, Location b) | |
{ | |
return Math.Abs(a.x - b.x) + Math.Abs(a.y - b.y); | |
} | |
public Pathing(WeightedGraph<Location> graph, Location start, Location goal) | |
{ | |
this.start = start; | |
this.goal = goal; | |
var frontier = new PriorityQueue<Location>(); | |
frontier.Enqueue(start, 0); | |
cameFrom.Add(start, start); | |
costSoFar.Add(start, 0); | |
while (frontier.Count > 0) | |
{ | |
var current = frontier.Dequeue(); | |
if (current.Equals(goal)) | |
{ | |
break; | |
} | |
foreach (var next in graph.Neighbors(current)) | |
{ | |
int newCost = costSoFar[current] + graph.Cost(current, next); | |
if (!costSoFar.ContainsKey(next) || newCost < costSoFar[next]) | |
{ | |
if(costSoFar.ContainsKey(next)) { | |
cameFrom.Remove(next); | |
costSoFar.Remove(next); | |
} | |
costSoFar.Add(next, newCost); | |
int priority = newCost + Heuristic(next, goal); | |
frontier.Enqueue(next, priority); | |
cameFrom.Add(next, current); | |
} | |
} | |
} | |
} | |
public List<Location> WhereTo() { | |
List<Location> path = new List<Location>(); | |
Location current = goal; | |
while (!current.Equals(start)) { | |
if (!cameFrom.ContainsKey(current)) { | |
return new List<Location>(); | |
} | |
Location from = cameFrom[current]; | |
path.Add(current); | |
current = from; | |
} | |
path.Reverse(); | |
return path; | |
} | |
} |
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