Hex Grid Pathfinding

HexGridSystem
DJh2o2 2023-08-10 10:02:04 +07:00
parent 7a45137f0e
commit 27bbcae191
8 changed files with 317 additions and 2729 deletions

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@ -4,8 +4,7 @@ using Grid;
using UnityEngine;
public class Pathfinding : MonoBehaviour {
private const int moveStraightCost = 10;
private const int moveDiagonalCost = 14;
private const int MOVE_STRAIGHT_COST = 10;
private const float raycastOffsetDistance = 5f;
@ -68,7 +67,7 @@ public class Pathfinding : MonoBehaviour {
}
startNode.GCost = 0;
startNode.HCost = CalculateDistance(startGridPosition, endGridPosition);
startNode.HCost = CalculateHeuristicDistance(startGridPosition, endGridPosition);
while (openList.Count > 0) {
PathNode currentNode = GetLowestFCostPathNode(openList);
@ -88,11 +87,11 @@ public class Pathfinding : MonoBehaviour {
continue;
}
int tentativeGCost = currentNode.GCost + CalculateDistance(currentNode.GridPosition, neighbourNode.GridPosition);
int tentativeGCost = currentNode.GCost + MOVE_STRAIGHT_COST;
if (tentativeGCost >= neighbourNode.GCost) continue;
neighbourNode.CameFromPathNode = currentNode;
neighbourNode.GCost = tentativeGCost;
neighbourNode.HCost = CalculateDistance(neighbourNode.GridPosition, endGridPosition);
neighbourNode.HCost = CalculateHeuristicDistance(neighbourNode.GridPosition, endGridPosition);
if (!openList.Contains(neighbourNode)) openList.Add(neighbourNode);
}
}
@ -101,13 +100,8 @@ public class Pathfinding : MonoBehaviour {
return null;
}
private static int CalculateDistance(GridPosition gridPositionA, GridPosition gridPositionB) {
GridPosition gridPositionDistance = gridPositionA - gridPositionB;
int xDistance = Mathf.Abs(gridPositionDistance.X);
int zDistance = Mathf.Abs(gridPositionDistance.Z);
int remaining = Mathf.Abs(xDistance - zDistance);
return moveDiagonalCost * Mathf.Min(xDistance, zDistance) + moveStraightCost * remaining;
}
private int CalculateHeuristicDistance(GridPosition gridPositionA, GridPosition gridPositionB)
=> Mathf.RoundToInt(MOVE_STRAIGHT_COST * Vector3.Distance(GridSystemHex.GetWorldPosition(gridPositionA), GridSystemHex.GetWorldPosition(gridPositionB)));
private static PathNode GetLowestFCostPathNode(IReadOnlyList<PathNode> pathNodeList) {
PathNode lowestFCostPathNode = pathNodeList[0];
@ -119,20 +113,24 @@ public class Pathfinding : MonoBehaviour {
List<PathNode> neighbourList = new();
GridPosition gridPosition = currentNode.GridPosition;
if (gridPosition.X - 1 >= 0) {
neighbourList.Add(GetNode(gridPosition.X - 1, gridPosition.Z + 0)); //Left
if (gridPosition.Z - 1 >= 0) neighbourList.Add(GetNode(gridPosition.X - 1, gridPosition.Z - 1)); //LeftDown
if (gridPosition.Z < GridSystemHex.Height) neighbourList.Add(GetNode(gridPosition.X - 1, gridPosition.Z + 1)); //LeftUp
}
if (gridPosition.X - 1 >= 0) neighbourList.Add(GetNode(gridPosition.X - 1, gridPosition.Z + 0)); //Left
if (gridPosition.X + 1 < GridSystemHex.Width) neighbourList.Add(GetNode(gridPosition.X + 1, gridPosition.Z + 0)); //Right
if (gridPosition.Z - 1 >= 0) neighbourList.Add(GetNode(gridPosition.X - 0, gridPosition.Z - 1)); //Down left
if (gridPosition.Z + 1 < GridSystemHex.Height) neighbourList.Add(GetNode(gridPosition.X - 0, gridPosition.Z + 1)); //Up left
if (gridPosition.X + 1 < GridSystemHex.Width) {
neighbourList.Add(GetNode(gridPosition.X + 1, gridPosition.Z + 0)); //Right
if (gridPosition.Z - 1 >= 0) neighbourList.Add(GetNode(gridPosition.X + 1, gridPosition.Z - 1)); //RightDown
if (gridPosition.Z + 1 < GridSystemHex.Height) neighbourList.Add(GetNode(gridPosition.X + 1, gridPosition.Z + 1)); //RightUp
bool oddRow = gridPosition.Z % 2 == 1;
if (oddRow) {
if (gridPosition.X + 1 < GridSystemHex.Width) {
if (gridPosition.Z - 1 >= 0) neighbourList.Add(GetNode(gridPosition.X + 1, gridPosition.Z - 1)); //Down right
if (gridPosition.Z + 1 < GridSystemHex.Height) neighbourList.Add(GetNode(gridPosition.X + 1, gridPosition.Z + 1)); //Up right
}
}
else {
if (gridPosition.X - 1 >= 0) {
if (gridPosition.Z - 1 >= 0) neighbourList.Add(GetNode(gridPosition.X - 1, gridPosition.Z - 1)); //Down right
if (gridPosition.Z + 1 < GridSystemHex.Height) neighbourList.Add(GetNode(gridPosition.X - 1, gridPosition.Z + 1)); //Up right
}
}
if (gridPosition.Z - 1 >= 0) neighbourList.Add(GetNode(gridPosition.X - 0, gridPosition.Z - 1)); //Down
if (gridPosition.Z + 1 < GridSystemHex.Height) neighbourList.Add(GetNode(gridPosition.X - 0, gridPosition.Z + 1)); //Up
return neighbourList;
}

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