TurnBasedStrategyCourse/Assets/Scripts/Pathfinding.cs

160 lines
7.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Grid;
using UnityEngine;
public class Pathfinding : MonoBehaviour {
private const int moveStraightCost = 10;
private const int moveDiagonalCost = 14;
private const float raycastOffsetDistance = 5f;
[SerializeField] private Transform gridDebugObjectPrefab;
[SerializeField] private LayerMask obstaclesLayerMask;
public static Pathfinding Instance { get; private set; }
private GridSystem<PathNode> GridSystem { get; set; }
private int Width { get; set; }
private int Height { get; set; }
public float CellSize { get; private set; }
private void Awake() {
if (Instance is not null) {
Debug.LogError($"There is more than one Pathfinding! {transform} - {Instance}");
Destroy(gameObject);
return;
}
Instance = this;
}
public void Setup(int width, int height, float cellSize) {
Width = width;
Height = height;
CellSize = cellSize;
GridSystem = new(width, height, cellSize, 0, LevelGrid.FLOOR_HEIGHT, (_, gridPosition) => new(gridPosition));
// GridSystem.CreateDebugObjects(gridDebugObjectPrefab);
for (int x = 0; x < Width; x++) {
for (int z = 0; z < Height; z++) {
GridPosition gridPosition = new(x, z, 0);
Vector3 worldPosition = LevelGrid.Instance.GetWorldPosition(gridPosition);
if (Physics.Raycast(worldPosition + Vector3.down * raycastOffsetDistance, Vector3.up, raycastOffsetDistance * 2, obstaclesLayerMask)) {
GetNode(x, z).IsWalkable = false;
}
}
}
}
public bool IsWalkableGridPosition(GridPosition gridPosition) => GridSystem.GetGridObject(gridPosition).IsWalkable;
public void SetWalkableGridPosition(GridPosition gridPosition, bool isWalkable) => GridSystem.GetGridObject(gridPosition).IsWalkable = isWalkable;
public List<GridPosition> FindPath(GridPosition startGridPosition, GridPosition endGridPosition, out int pathLength) {
List<PathNode> openList = new();
List<PathNode> closedList = new();
PathNode startNode = GridSystem.GetGridObject(startGridPosition);
PathNode endNode = GridSystem.GetGridObject(endGridPosition);
openList.Add(startNode);
for (int x = 0; x < GridSystem.Width; x++) {
for (int z = 0; z < GridSystem.Height; z++) {
PathNode pathNode = GridSystem.GetGridObject(new(x, z, 0));
pathNode.GCost = int.MaxValue;
pathNode.HCost = 0;
pathNode.CameFromPathNode = null;
}
}
startNode.GCost = 0;
startNode.HCost = CalculateDistance(startGridPosition, endGridPosition);
while (openList.Count > 0) {
PathNode currentNode = GetLowestFCostPathNode(openList);
if (currentNode == endNode) {
// Reached final node
pathLength = endNode.FCost;
return CalculatePath(endNode);
}
openList.Remove(currentNode);
closedList.Add(currentNode); //currentNode is tested
foreach (PathNode neighbourNode in GetNeighbourList(currentNode).Where(neighbourNode => !closedList.Contains(neighbourNode))) {
if (!neighbourNode.IsWalkable) {
closedList.Add(neighbourNode); // Not walkable
continue;
}
int tentativeGCost = currentNode.GCost + CalculateDistance(currentNode.GridPosition, neighbourNode.GridPosition);
if (tentativeGCost >= neighbourNode.GCost) continue;
neighbourNode.CameFromPathNode = currentNode;
neighbourNode.GCost = tentativeGCost;
neighbourNode.HCost = CalculateDistance(neighbourNode.GridPosition, endGridPosition);
if (!openList.Contains(neighbourNode)) openList.Add(neighbourNode);
}
}
pathLength = 0; //no path found
return null;
}
private static int CalculateDistance(GridPosition gridPositionA, GridPosition gridPositionB) {
GridPosition gridPositionDistance = gridPositionA - gridPositionB;
int xDistance = Mathf.Abs(gridPositionDistance.XPosition);
int zDistance = Mathf.Abs(gridPositionDistance.ZPosition);
int remaining = Mathf.Abs(xDistance - zDistance);
return moveDiagonalCost * Mathf.Min(xDistance, zDistance) + moveStraightCost * remaining;
}
private static PathNode GetLowestFCostPathNode(IReadOnlyList<PathNode> pathNodeList) {
PathNode lowestFCostPathNode = pathNodeList[0];
foreach (PathNode currentPathNode in pathNodeList.Where(t => t.FCost < lowestFCostPathNode.FCost)) lowestFCostPathNode = currentPathNode;
return lowestFCostPathNode;
}
private IEnumerable<PathNode> GetNeighbourList(PathNode currentNode) {
List<PathNode> neighbourList = new();
GridPosition gridPosition = currentNode.GridPosition;
if (gridPosition.XPosition - 1 >= 0) {
neighbourList.Add(GetNode(gridPosition.XPosition - 1, gridPosition.ZPosition + 0)); //Left
if (gridPosition.ZPosition - 1 >= 0) neighbourList.Add(GetNode(gridPosition.XPosition - 1, gridPosition.ZPosition - 1)); //LeftDown
if (gridPosition.ZPosition < GridSystem.Height) neighbourList.Add(GetNode(gridPosition.XPosition - 1, gridPosition.ZPosition + 1)); //LeftUp
}
if (gridPosition.XPosition + 1 < GridSystem.Width) {
neighbourList.Add(GetNode(gridPosition.XPosition + 1, gridPosition.ZPosition + 0)); //Right
if (gridPosition.ZPosition - 1 >= 0) neighbourList.Add(GetNode(gridPosition.XPosition + 1, gridPosition.ZPosition - 1)); //RightDown
if (gridPosition.ZPosition + 1 < GridSystem.Height) neighbourList.Add(GetNode(gridPosition.XPosition + 1, gridPosition.ZPosition + 1)); //RightUp
}
if (gridPosition.ZPosition - 1 >= 0) neighbourList.Add(GetNode(gridPosition.XPosition - 0, gridPosition.ZPosition - 1)); //Down
if (gridPosition.ZPosition + 1 < GridSystem.Height) neighbourList.Add(GetNode(gridPosition.XPosition - 0, gridPosition.ZPosition + 1)); //Up
return neighbourList;
}
private PathNode GetNode(int x, int z) => GridSystem.GetGridObject(new(x, z, 0));
private static List<GridPosition> CalculatePath(PathNode endNode) {
List<PathNode> pathNodeList = new() { endNode };
PathNode currentNode = endNode;
while (currentNode.CameFromPathNode != null) {
pathNodeList.Add(currentNode.CameFromPathNode);
currentNode = currentNode.CameFromPathNode;
}
pathNodeList.Reverse();
return pathNodeList.Select(pathNode => pathNode.GridPosition).ToList();
}
public bool HasPath(GridPosition startGridPosition, GridPosition endGridPosition) => FindPath(startGridPosition, endGridPosition, out _) != null;
public int GetPathLength(GridPosition startGridPosition, GridPosition endGridPosition) {
FindPath(startGridPosition, endGridPosition, out int pathLength);
return pathLength;
}
}