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Cleaned up AStar code
This commit is contained in:
parent
0b6e6743cf
commit
d3b153fd45
6 changed files with 113 additions and 176 deletions
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@ -14,14 +14,13 @@ Jump to version:
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### MLEM
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Additions
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- Added TokenizedString.Realign
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- Added the ability to include special per-position directions in AStar pathfinding
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Improvements
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- Improved EnumHelper.GetValues signature to return an array
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- Allow using external gesture handling alongside InputHandler through ExternalGestureHandling
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- Discard old data when updating a StaticSpriteBatch
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- Multi-target net452, making MLEM compatible with MonoGame for consoles
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- Allow retrieving the cost of a calculated path when using AStar
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- **Allow retrieving the cost of a calculated path when using AStar**
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- **Drastically improved StaticSpriteBatch batching performance**
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Fixes
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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@ -51,7 +52,7 @@ namespace Demos {
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// Now find a path from the top left to the bottom right corner and store it in a variable
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// If no path can be found after the maximum amount of tries (10000 by default), the pathfinder will abort and return no path (null)
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var foundPath = await this.pathfinder.FindPathAsync(Point.Zero, new Point(49, 49));
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var foundPath = await Task.Run(() => this.pathfinder.FindPath(Point.Zero, new Point(49, 49)));
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this.path = foundPath != null ? foundPath.ToList() : null;
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// print out some info
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@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading.Tasks;
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namespace MLEM.Pathfinding {
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/// <summary>
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@ -11,23 +10,6 @@ namespace MLEM.Pathfinding {
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/// <typeparam name="T">The type of points used for this path</typeparam>
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public abstract class AStar<T> {
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/// <summary>
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/// A value that represents an infinite path cost, or a cost for a location that cannot possibly be reached.
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/// </summary>
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[Obsolete("This field is deprecated. Use float.PositiveInfinity or float.MaxValue instead.")]
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public const float InfiniteCost = float.PositiveInfinity;
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/// <summary>
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/// The array of all directions that will be checked for path finding.
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/// Note that this array is only used if <see cref="DefaultAllowDiagonals"/> is true.
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/// </summary>
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public readonly T[] AllDirections;
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/// <summary>
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/// The array of all adjacent directions that will be checked for path finding.
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/// Note that this array is only used if <see cref="DefaultAllowDiagonals"/> is false.
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/// </summary>
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public readonly T[] AdjacentDirections;
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/// <summary>
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/// The default cost function that determines the cost for each path finding position.
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/// </summary>
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@ -41,13 +23,9 @@ namespace MLEM.Pathfinding {
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/// </summary>
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public int DefaultMaxTries;
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/// <summary>
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/// Whether or not diagonal directions are considered while finding a path.
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/// The default <see cref="CollectAdditionalNeighbors"/> function.
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/// </summary>
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public bool DefaultAllowDiagonals;
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/// <summary>
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/// The default function that determines a set of additional directions (or offsets) that should be tested for walkability, in addition to <see cref="AllDirections"/> or <see cref="AdjacentDirections"/>.
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/// </summary>
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public GetSpecialDirections DefaultSpecialDirections;
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public CollectAdditionalNeighbors DefaultAdditionalNeighbors;
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/// <summary>
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/// The amount of tries required for finding the last queried path
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@ -61,26 +39,15 @@ namespace MLEM.Pathfinding {
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/// <summary>
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/// Creates a new A* pathfinder with the supplied default settings.
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/// </summary>
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/// <param name="allDirections">All directions that should be checked</param>
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/// <param name="adjacentDirections">All adjacent directions that should be checked</param>
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/// <param name="defaultCostFunction">The default function for cost determination of a path point</param>
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/// <param name="defaultAllowDiagonals">Whether or not diagonals should be allowed by default</param>
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/// <param name="defaultCost">The default cost for a path point</param>
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/// <param name="defaultMaxTries">The default amount of tries before path finding is aborted</param>
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/// <param name="defaultSpecialDirections">The default function that determines a set of additional directions (or offsets) that should be tested for walkability.</param>
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protected AStar(T[] allDirections, T[] adjacentDirections, GetCost defaultCostFunction, bool defaultAllowDiagonals, float defaultCost = 1, int defaultMaxTries = 10000, GetSpecialDirections defaultSpecialDirections = null) {
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this.AllDirections = allDirections;
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this.AdjacentDirections = adjacentDirections;
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/// <param name="defaultAdditionalNeighbors">The default <see cref="CollectAdditionalNeighbors"/> function.</param>
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protected AStar(GetCost defaultCostFunction, float defaultCost, int defaultMaxTries, CollectAdditionalNeighbors defaultAdditionalNeighbors) {
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this.DefaultCostFunction = defaultCostFunction;
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this.DefaultCost = defaultCost;
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this.DefaultMaxTries = defaultMaxTries;
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this.DefaultAllowDiagonals = defaultAllowDiagonals;
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this.DefaultSpecialDirections = defaultSpecialDirections;
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}
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/// <inheritdoc cref="FindPath(T,T,MLEM.Pathfinding.AStar{T}.GetCost,System.Nullable{float},System.Nullable{int},System.Nullable{bool},MLEM.Pathfinding.AStar{T}.GetSpecialDirections)"/>
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public Task<Stack<T>> FindPathAsync(T start, T goal, GetCost costFunction = null, float? defaultCost = null, int? maxTries = null, bool? allowDiagonals = null) {
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return Task.Run(() => this.FindPath(start, goal, costFunction, defaultCost, maxTries, allowDiagonals));
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this.DefaultAdditionalNeighbors = defaultAdditionalNeighbors;
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}
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/// <summary>
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@ -91,45 +58,13 @@ namespace MLEM.Pathfinding {
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/// <param name="costFunction">The function that determines the cost for each path point</param>
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/// <param name="defaultCost">The default cost for each path point</param>
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/// <param name="maxTries">The maximum amount of tries before path finding is aborted</param>
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/// <param name="allowDiagonals">If diagonals should be looked at for path finding</param>
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/// <param name="specialDirections">An optional function that determines a set of additional directions (or offsets) that should be tested for walkability.</param>
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/// <param name="additionalNeighbors">A function that determines a set of additional neighbors to be considered for a given point.</param>
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/// <returns>A stack of path points, where the top item is the first point to go to, or null if no path was found.</returns>
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public Stack<T> FindPath(T start, T goal, GetCost costFunction = null, float? defaultCost = null, int? maxTries = null, bool? allowDiagonals = null, GetSpecialDirections specialDirections = null) {
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this.TryFindPath(start, goal, out var path, out _, costFunction, defaultCost, maxTries, allowDiagonals, specialDirections);
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public Stack<T> FindPath(T start, T goal, GetCost costFunction = null, float? defaultCost = null, int? maxTries = null, CollectAdditionalNeighbors additionalNeighbors = null) {
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this.TryFindPath(start, goal, out var path, out _, costFunction, defaultCost, maxTries, additionalNeighbors);
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return path;
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}
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/// <inheritdoc cref="FindPath(T,IEnumerable{T},MLEM.Pathfinding.AStar{T}.GetCost,System.Nullable{float},System.Nullable{int},System.Nullable{bool},MLEM.Pathfinding.AStar{T}.GetSpecialDirections)"/>
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public Task<Stack<T>> FindPathAsync(T start, IEnumerable<T> goals, GetCost costFunction = null, float? defaultCost = null, int? maxTries = null, bool? allowDiagonals = null) {
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return Task.Run(() => this.FindPath(start, goals, costFunction, defaultCost, maxTries, allowDiagonals));
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}
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/// <summary>
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/// Tries to find paths between a <paramref name="start"/> position and a set of <paramref name="goals"/> and returns the path that had the lowest overall cost.
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/// Note that this method is only faster than a one-to-many pathfinding method like Dijkstra's algorithm in situations where the amount of possible <paramref name="goals"/> is much lower than the total amount of possible positions, or the <paramref name="goals"/> are relatively close to each other.
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/// </summary>
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/// <param name="start">The point to start path finding at</param>
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/// <param name="goals">The set of points to try to find a path to</param>
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/// <param name="costFunction">The function that determines the cost for each path point</param>
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/// <param name="defaultCost">The default cost for each path point</param>
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/// <param name="maxTries">The maximum amount of tries before path finding is aborted</param>
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/// <param name="allowDiagonals">If diagonals should be looked at for path finding</param>
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/// <param name="specialDirections">An optional function that determines a set of additional directions (or offsets) that should be tested for walkability.</param>
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/// <returns>A stack of path points, where the top item is the first point to go to, or null if no paths were found.</returns>
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public Stack<T> FindPath(T start, IEnumerable<T> goals, GetCost costFunction = null, float? defaultCost = null, int? maxTries = null, bool? allowDiagonals = null, GetSpecialDirections specialDirections = null) {
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var lowestCost = float.PositiveInfinity;
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Stack<T> cheapestPath = null;
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foreach (var goal in goals) {
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if (!this.TryFindPath(start, goal, out var path, out var cost, costFunction, defaultCost, maxTries, allowDiagonals, specialDirections))
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continue;
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if (cost < lowestCost) {
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lowestCost = cost;
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cheapestPath = path;
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}
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}
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return cheapestPath;
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}
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/// <summary>
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/// Tries to find a path between two points using this pathfinder's default settings or, alternatively, the supplied override settings.
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/// </summary>
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@ -140,23 +75,22 @@ namespace MLEM.Pathfinding {
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/// <param name="costFunction">The function that determines the cost for each path point</param>
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/// <param name="defaultCost">The default cost for each path point</param>
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/// <param name="maxTries">The maximum amount of tries before path finding is aborted</param>
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/// <param name="allowDiagonals">If diagonals should be looked at for path finding</param>
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/// <param name="specialDirections">An optional function that determines a set of additional directions (or offsets) that should be tested for walkability.</param>
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/// <param name="additionalNeighbors">A function that determines a set of additional neighbors to be considered for a given point.</param>
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/// <returns>Whether a path was found.</returns>
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public bool TryFindPath(T start, T goal, out Stack<T> path, out float totalCost, GetCost costFunction = null, float? defaultCost = null, int? maxTries = null, bool? allowDiagonals = null, GetSpecialDirections specialDirections = null) {
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public bool TryFindPath(T start, T goal, out Stack<T> path, out float totalCost, GetCost costFunction = null, float? defaultCost = null, int? maxTries = null, CollectAdditionalNeighbors additionalNeighbors = null) {
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path = null;
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totalCost = float.PositiveInfinity;
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var stopwatch = Stopwatch.StartNew();
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var getCost = costFunction ?? this.DefaultCostFunction;
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var diags = allowDiagonals ?? this.DefaultAllowDiagonals;
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var tries = maxTries ?? this.DefaultMaxTries;
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var defCost = defaultCost ?? this.DefaultCost;
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var special = specialDirections ?? this.DefaultSpecialDirections;
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var additional = additionalNeighbors ?? this.DefaultAdditionalNeighbors;
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var neighbors = new HashSet<T>();
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var open = new Dictionary<T, PathPoint<T>>();
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var closed = new Dictionary<T, PathPoint<T>>();
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open.Add(start, new PathPoint<T>(start, this.GetManhattanDistance(start, goal), null, 0, defCost));
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open.Add(start, new PathPoint<T>(start, this.GetHeuristicDistance(start, goal), null, 0, defCost));
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var count = 0;
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while (open.Count > 0) {
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open.Remove(current.Pos);
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closed.Add(current.Pos, current);
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if (current.Pos.Equals(goal)) {
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if (EqualityComparer<T>.Default.Equals(current.Pos, goal)) {
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path = AStar<T>.CompilePath(current);
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totalCost = current.F;
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break;
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}
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foreach (var dir in diags ? this.AllDirections : this.AdjacentDirections)
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ExamineDirection(current, dir);
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if (special != null) {
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foreach (var dir in special(current.Pos))
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ExamineDirection(current, dir);
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neighbors.Clear();
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this.CollectNeighbors(current.Pos, neighbors);
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additional?.Invoke(current.Pos, neighbors);
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foreach (var neighborPos in neighbors) {
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var cost = getCost(current.Pos, neighborPos);
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if (!float.IsPositiveInfinity(cost) && cost < float.MaxValue && !closed.ContainsKey(neighborPos)) {
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var neighbor = new PathPoint<T>(neighborPos, this.GetHeuristicDistance(neighborPos, goal), current, cost, defCost);
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// check if we already have a waypoint at this location with a worse path
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if (open.TryGetValue(neighborPos, out var alreadyNeighbor)) {
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if (neighbor.G < alreadyNeighbor.G) {
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open.Remove(neighborPos);
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} else {
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// if the old waypoint is better, we don't add ours
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continue;
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}
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}
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// add the new neighbor as a possible waypoint
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open.Add(neighborPos, neighbor);
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}
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}
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count++;
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this.LastTriesNeeded = count;
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this.LastTimeNeeded = stopwatch.Elapsed;
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return path != null;
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void ExamineDirection(PathPoint<T> current, T dir) {
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var neighborPos = this.AddPositions(current.Pos, dir);
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var cost = getCost(current.Pos, neighborPos);
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if (!float.IsPositiveInfinity(cost) && cost < float.MaxValue && !closed.ContainsKey(neighborPos)) {
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var neighbor = new PathPoint<T>(neighborPos, this.GetManhattanDistance(neighborPos, goal), current, cost, defCost);
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// check if we already have a waypoint at this location with a worse path
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if (open.TryGetValue(neighborPos, out var alreadyNeighbor)) {
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if (neighbor.G < alreadyNeighbor.G) {
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open.Remove(neighborPos);
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} else {
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// if the old waypoint is better, we don't add ours
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return;
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}
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}
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// add the new neighbor as a possible waypoint
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open.Add(neighborPos, neighbor);
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}
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}
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}
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/// <summary>
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/// A helper method to add two positions together.
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/// This method should implement a heuristic that determines the total distance between the given <paramref name="start"/> position and the given second position <paramref name="position"/>.
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/// Note that this is multiplied with the <see cref="DefaultCost"/> automatically, so no costs need to be considered in this method's return value.
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/// </summary>
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protected abstract T AddPositions(T first, T second);
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/// <param name="start">The start position.</param>
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/// <param name="position">The position to get the distance to.</param>
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/// <returns>The total distance between the two positions.</returns>
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protected abstract float GetHeuristicDistance(T start, T position);
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/// <summary>
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/// A helper method to get the Manhattan Distance between two points.
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/// This method should populate a set of positions that are considered <paramref name="neighbors"/> to the given <paramref name="position"/>. For example, this method might return directly adjacent positions, diagonal positions, or faraway positions that can be teleported to.
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/// </summary>
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protected abstract float GetManhattanDistance(T first, T second);
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/// <param name="position">The position whose neighbors to return.</param>
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/// <param name="neighbors">The set to populate with neighbors.</param>
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protected abstract void CollectNeighbors(T position, ISet<T> neighbors);
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private static Stack<T> CompilePath(PathPoint<T> current) {
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var path = new Stack<T>();
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}
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/// <summary>
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/// A cost function for a given path finding position.
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/// A cost function for a given pair of neighboring path finding positions.
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/// If a path point should have the default cost, <see cref="AStar{T}.DefaultCost"/> should be returned.
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/// If a path point should be unreachable, <see cref="float.PositiveInfinity"/> or <see cref="float.MaxValue"/> should be returned.
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/// </summary>
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/// <param name="currPos">The current position in the path</param>
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/// <param name="nextPos">The position we're trying to reach from the current position</param>
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/// <param name="currPos">The current position in the path.</param>
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/// <param name="nextPos">The neighboring position whose cost to check.</param>
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public delegate float GetCost(T currPos, T nextPos);
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/// <summary>
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/// A delegate used by <see cref="AStar{T}.DefaultSpecialDirections"/> and <see cref="AStar{T}.TryFindPath"/> that determines a set of additional directions (or offsets) that should be tested for walkability.
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/// A delegate that determines a set of additional <paramref name="neighbors"/> to be considered for a given <paramref name="position"/>.
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/// </summary>
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/// <param name="currPos">The current position in the path.</param>
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/// <returns>A set of additional directions (or offsets) that should be checked for walkability. If the given <paramref name="currPos"/> has no special directions, an empty <see cref="IEnumerable{T}"/> should be returned.</returns>
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public delegate IEnumerable<T> GetSpecialDirections(T currPos);
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/// <param name="position">The position whose neighbors to return.</param>
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/// <param name="neighbors">The set to populate with neighbors.</param>
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public delegate void CollectAdditionalNeighbors(T position, ISet<T> neighbors);
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}
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@ -278,7 +214,7 @@ namespace MLEM.Pathfinding {
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/// Creates a new path point with the supplied settings.
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/// </summary>
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/// <param name="pos">The point's position</param>
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/// <param name="distance">The point's manhattan distance from the start point</param>
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/// <param name="distance">The point's distance from the start point</param>
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/// <param name="parent">The point's parent</param>
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/// <param name="terrainCostForThisPos">The point's terrain cost, based on <see cref="AStar{T}.GetCost"/></param>
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/// <param name="defaultCost">The default cost for a path point</param>
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@ -307,7 +243,7 @@ namespace MLEM.Pathfinding {
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/// <summary>Returns the hash code for this instance.</summary>
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/// <returns>A 32-bit signed integer that is the hash code for this instance.</returns>
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public override int GetHashCode() {
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return this.Pos.GetHashCode();
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return EqualityComparer<T>.Default.GetHashCode(this.Pos);
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}
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}
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@ -1,29 +1,36 @@
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using MLEM.Misc;
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namespace MLEM.Pathfinding {
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/// <summary>
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/// A 2-dimensional implementation of <see cref="AStar{T}"/> that uses <see cref="Point"/> for positions.
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/// A 2-dimensional implementation of <see cref="AStar{T}"/> that uses <see cref="Point"/> for positions, and the manhattan distance as its heuristic.
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/// </summary>
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public class AStar2 : AStar<Point> {
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private static readonly Point[] AdjacentDirs = Direction2Helper.Adjacent.Offsets().ToArray();
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private static readonly Point[] AllDirs = Direction2Helper.All.Offsets().ToArray();
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private readonly bool includeDiagonals;
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/// <inheritdoc />
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public AStar2(GetCost defaultCostFunction, bool defaultAllowDiagonals, float defaultCost = 1, int defaultMaxTries = 10000, GetSpecialDirections defaultSpecialDirections = null) :
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base(AStar2.AllDirs, AStar2.AdjacentDirs, defaultCostFunction, defaultAllowDiagonals, defaultCost, defaultMaxTries, defaultSpecialDirections) {}
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/// <inheritdoc />
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protected override Point AddPositions(Point first, Point second) {
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return first + second;
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public AStar2(GetCost defaultCostFunction, bool includeDiagonals, float defaultCost = 1, int defaultMaxTries = 10000, CollectAdditionalNeighbors defaultAdditionalNeighbors = null) :
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base(defaultCostFunction, defaultCost, defaultMaxTries, defaultAdditionalNeighbors) {
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this.includeDiagonals = includeDiagonals;
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}
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/// <inheritdoc />
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protected override float GetManhattanDistance(Point first, Point second) {
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||||
return Math.Abs(second.X - first.X) + Math.Abs(second.Y - first.Y);
|
||||
protected override float GetHeuristicDistance(Point start, Point position) {
|
||||
return Math.Abs(position.X - start.X) + Math.Abs(position.Y - start.Y);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void CollectNeighbors(Point position, ISet<Point> neighbors) {
|
||||
foreach (var dir in Direction2Helper.Adjacent)
|
||||
neighbors.Add(position + dir.Offset());
|
||||
|
||||
if (this.includeDiagonals) {
|
||||
foreach (var dir in Direction2Helper.Diagonals)
|
||||
neighbors.Add(position + dir.Offset());
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -4,47 +4,43 @@ using Microsoft.Xna.Framework;
|
|||
|
||||
namespace MLEM.Pathfinding {
|
||||
/// <summary>
|
||||
/// A 3-dimensional implementation of <see cref="AStar{T}"/> that uses <see cref="Vector3"/> for positions.
|
||||
/// A 3-dimensional implementation of <see cref="AStar{T}"/> that uses <see cref="Vector3"/> for positions, and the manhattan distance as its heuristic.
|
||||
/// </summary>
|
||||
public class AStar3 : AStar<Vector3> {
|
||||
|
||||
private static readonly Vector3[] AdjacentDirs = {
|
||||
new Vector3(1, 0, 0),
|
||||
new Vector3(-1, 0, 0),
|
||||
new Vector3(0, 1, 0),
|
||||
new Vector3(0, -1, 0),
|
||||
new Vector3(0, 0, 1),
|
||||
new Vector3(0, 0, -1)
|
||||
};
|
||||
private readonly bool includeDiagonals;
|
||||
|
||||
private static readonly Vector3[] AllDirs;
|
||||
/// <inheritdoc />
|
||||
public AStar3(GetCost defaultCostFunction, bool includeDiagonals, float defaultCost = 1, int defaultMaxTries = 10000, CollectAdditionalNeighbors defaultAdditionalNeighbors = null) :
|
||||
base(defaultCostFunction, defaultCost, defaultMaxTries, defaultAdditionalNeighbors) {
|
||||
this.includeDiagonals = includeDiagonals;
|
||||
}
|
||||
|
||||
static AStar3() {
|
||||
var dirs = new List<Vector3>();
|
||||
for (var x = -1; x <= 1; x++) {
|
||||
for (var y = -1; y <= 1; y++) {
|
||||
for (var z = -1; z <= 1; z++) {
|
||||
if (x == 0 && y == 0 && z == 0)
|
||||
continue;
|
||||
dirs.Add(new Vector3(x, y, z));
|
||||
/// <inheritdoc />
|
||||
protected override float GetHeuristicDistance(Vector3 start, Vector3 position) {
|
||||
return Math.Abs(position.X - start.X) + Math.Abs(position.Y - start.Y) + Math.Abs(position.Z - start.Z);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void CollectNeighbors(Vector3 position, ISet<Vector3> neighbors) {
|
||||
if (this.includeDiagonals) {
|
||||
for (var x = -1; x <= 1; x++) {
|
||||
for (var y = -1; y <= 1; y++) {
|
||||
for (var z = -1; z <= 1; z++) {
|
||||
if (x == 0 && y == 0 && z == 0)
|
||||
continue;
|
||||
neighbors.Add(position + new Vector3(x, y, z));
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
neighbors.Add(position + new Vector3(1, 0, 0));
|
||||
neighbors.Add(position + new Vector3(-1, 0, 0));
|
||||
neighbors.Add(position + new Vector3(0, 1, 0));
|
||||
neighbors.Add(position + new Vector3(0, -1, 0));
|
||||
neighbors.Add(position + new Vector3(0, 0, 1));
|
||||
neighbors.Add(position + new Vector3(0, 0, -1));
|
||||
}
|
||||
AStar3.AllDirs = dirs.ToArray();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public AStar3(GetCost defaultCostFunction, bool defaultAllowDiagonals, float defaultCost = 1, int defaultMaxTries = 10000, GetSpecialDirections defaultSpecialDirections = null) :
|
||||
base(AStar3.AllDirs, AStar3.AdjacentDirs, defaultCostFunction, defaultAllowDiagonals, defaultCost, defaultMaxTries, defaultSpecialDirections) {}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Vector3 AddPositions(Vector3 first, Vector3 second) {
|
||||
return first + second;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override float GetManhattanDistance(Vector3 first, Vector3 second) {
|
||||
return Math.Abs(second.X - first.X) + Math.Abs(second.Y - first.Y) + Math.Abs(second.Z - first.Z);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -76,12 +76,14 @@ namespace Tests {
|
|||
Assert.IsNull(PathfindingTests.FindPathInArea(new Point(1, 1), new Point(2, 4), area, true));
|
||||
|
||||
// but if we define a link across the wall, it should work
|
||||
Assert.IsNotNull(PathfindingTests.FindPathInArea(new Point(1, 1), new Point(2, 4), area, false,
|
||||
p => p.X == 2 && p.Y == 2 ? new[] {new Point(-1, 2)} : Enumerable.Empty<Point>()));
|
||||
Assert.IsNotNull(PathfindingTests.FindPathInArea(new Point(1, 1), new Point(2, 4), area, false, (p, n) => {
|
||||
if (p.X == 2 && p.Y == 2)
|
||||
n.Add(new Point(1, 4));
|
||||
}));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestMultiplePaths() {
|
||||
public void TestCosts() {
|
||||
var area = new[] {
|
||||
"XXXXXXXX",
|
||||
"X 2 X",
|
||||
|
@ -99,23 +101,19 @@ namespace Tests {
|
|||
pathfinder.TryFindPath(new Point(1, 1), goals[i], out _, out var cost);
|
||||
Assert.AreEqual(goalCosts[i], cost);
|
||||
}
|
||||
|
||||
var path = pathfinder.FindPath(new Point(1, 1), goals).ToArray();
|
||||
var expected = new[] {new Point(1, 1), new Point(2, 1), new Point(3, 1), new Point(4, 1), new Point(5, 1), new Point(5, 2), new Point(5, 3), new Point(5, 4), new Point(5, 5)};
|
||||
Assert.AreEqual(path, expected);
|
||||
}
|
||||
|
||||
private static Stack<Point> FindPathInArea(Point start, Point end, IEnumerable<string> area, bool allowDiagonals, AStar2.GetSpecialDirections getSpecialDirections = null) {
|
||||
return PathfindingTests.CreatePathfinder(area, allowDiagonals, getSpecialDirections).FindPath(start, end);
|
||||
private static Stack<Point> FindPathInArea(Point start, Point end, IEnumerable<string> area, bool allowDiagonals, AStar2.CollectAdditionalNeighbors collectAdditionalNeighbors = null) {
|
||||
return PathfindingTests.CreatePathfinder(area, allowDiagonals, collectAdditionalNeighbors).FindPath(start, end);
|
||||
}
|
||||
|
||||
private static AStar2 CreatePathfinder(IEnumerable<string> area, bool allowDiagonals, AStar2.GetSpecialDirections getSpecialDirections = null) {
|
||||
private static AStar2 CreatePathfinder(IEnumerable<string> area, bool allowDiagonals, AStar2.CollectAdditionalNeighbors collectAdditionalNeighbors = null) {
|
||||
var costs = area.Select(s => s.Select(c => c switch {
|
||||
' ' => 1,
|
||||
'X' => float.PositiveInfinity,
|
||||
_ => (float) char.GetNumericValue(c)
|
||||
}).ToArray()).ToArray();
|
||||
return new AStar2((_, p2) => costs[p2.Y][p2.X], allowDiagonals, 1, 64, getSpecialDirections);
|
||||
return new AStar2((_, p2) => costs[p2.Y][p2.X], allowDiagonals, 1, 64, collectAdditionalNeighbors);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue