Scriptum/Assets/_/Stuff/GridPathfinding/GridPathfinding.cs

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2022-11-07 22:18:28 +01:00
/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace GridPathfindingSystem {
public class GridPathfinding {
public static GridPathfinding instance;
public const int WALL_WEIGHT = 56000;
public enum UnitMovementCallbackType {
Simple,
}
//private List<PathNode> openList;
private BinaryTree binaryTree;
private int openListCount;
private PathNode[][] mapNodes;
private int widthMax, heightMax;
private float nodeSize;
private Vector3 worldOrigin;
private bool foundTarget;
private int movementCost = 10;
private float timer;
public delegate void OnPathCallback(List<PathNode> path, MapPos finalPos);
public delegate void OnVoidDelegate();
public OnVoidDelegate callbacks;
public GridPathfinding(Vector3 worldLowerLeft, Vector3 worldUpperRight, float nodeSize) {
instance = this;
worldOrigin = worldLowerLeft;
this.nodeSize = nodeSize;
float worldWidth = worldUpperRight.x - worldLowerLeft.x;
float worldHeight = worldUpperRight.y - worldLowerLeft.y;
int mapWidth = Mathf.RoundToInt(worldWidth / nodeSize);
int mapHeight = Mathf.RoundToInt(worldHeight / nodeSize);
mapNodes = new PathNode[mapWidth][];
for (int i = 0; i < mapWidth; i++) {
mapNodes[i] = new PathNode[mapHeight];
}
widthMax = mapWidth;
heightMax = mapHeight;
Initialize(mapWidth, mapHeight);
}
public GridPathfinding(int mapWidth, int mapHeight, float nodeSize, Vector3 worldOrigin) {//, Texture2D map) {
this.nodeSize = nodeSize;
this.worldOrigin = worldOrigin;
mapNodes = new PathNode[mapWidth][];
for (int i = 0; i < mapWidth; i++) {
mapNodes[i] = new PathNode[mapHeight];
}
widthMax = mapWidth;
heightMax = mapHeight;
Initialize(mapWidth, mapHeight);
}
public void RaycastWalkable() {
for (int i = 0; i < widthMax; i++) {
for (int j = 0; j < heightMax; j++) {
Vector3 nodeWorldPosition = mapNodes[i][j].GetWorldVector(worldOrigin, nodeSize);
RaycastHit2D raycastHit = Physics2D.Raycast(nodeWorldPosition, Vector2.zero, 0f);
if (raycastHit.collider != null) {
mapNodes[i][j].SetWalkable(false);
}
}
}
}
public void ModifySize(int modifyX, int modifyY, int newPathNodeWeight) {
if (modifyX == 0 && modifyY == 0) {
return;
}
int newWidth = widthMax + modifyX;
int newHeight = heightMax + modifyY;
PathNode[][] newMapNodes = new PathNode[newWidth][];
for (int i = 0; i < newWidth; i++) {
newMapNodes[i] = new PathNode[newHeight];
for (int j = 0; j < newHeight; j++) {
if (i < mapNodes.Length && j < mapNodes[0].Length) {
newMapNodes[i][j] = mapNodes[i][j];
} else {
newMapNodes[i][j] = new PathNode(i, j);
newMapNodes[i][j].SetWeight(newPathNodeWeight);
}
}
}
widthMax = newWidth;
heightMax = newHeight;
mapNodes = newMapNodes;
UpdateNodeConnections();
//if (OnSizeModified != null) OnSizeModified(this, EventArgs.Empty);
}
public Vector3 GetWorldOffset() {
return worldOrigin;
}
public float GetNodeSize() {
return nodeSize;
}
public void SetWalkable(int x, int y, bool walkable) {
mapNodes[x][y].SetWalkable(walkable);
}
public void SetAllWalkable(bool walkable) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
mapNodes[x][y].SetWalkable(walkable);
}
}
}
public void SetWeight(int x, int y, int weight) {
mapNodes[x][y].SetWeight(weight);
}
public void SetAllWeight(int weight) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
mapNodes[x][y].SetWeight(weight);
}
}
}
public int GetMapWidth() {
return widthMax;
}
public int GetMapHeight() {
return heightMax;
}
public void Initialize(int mapWidth, int mapHeight) {
// Creates PathNodes
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
mapNodes[x][y] = new PathNode(x, y);
}
}
UpdateNodeConnections();
}
private void UpdateNodeConnections() {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
if (y < mapNodes[x].Length - 1)
mapNodes[x][y].north = mapNodes[x][y + 1];
if (y > 0)
mapNodes[x][y].south = mapNodes[x][y - 1];
if (x < mapNodes.Length - 1)
mapNodes[x][y].east = mapNodes[x + 1][y];
if (x > 0)
mapNodes[x][y].west = mapNodes[x - 1][y];
}
}
}
public void PrintMap(Transform prefabWalkable, Transform prefabUnwalkable) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
PathNode pathNode = mapNodes[x][y];
UnityEngine.Object.Instantiate(pathNode.IsWalkable() ? prefabWalkable : prefabUnwalkable, new Vector3(x * nodeSize, y * nodeSize), Quaternion.identity);
}
}
}
public void PrintMap(Action<int, int> printNode) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
printNode(x, y);
}
}
}
public void PrintMap(Action<int, int, Vector3> printNode) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
printNode(x, y, worldOrigin + new Vector3(x * nodeSize, y * nodeSize));
}
}
}
public void PrintMap(Action<int, int> printWalkable, Action<int, int> printUnwalkable) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
PathNode pathNode = mapNodes[x][y];
if (pathNode.IsWalkable()) {
printWalkable(x, y);
} else {
printUnwalkable(x, y);
}
}
}
}
public void PrintMap(Action<Vector3, Vector3, Color> createSprite) {
PrintMap(
(int x, int y) => {
createSprite(worldOrigin + new Vector3(x * nodeSize, y * nodeSize), new Vector3(2, 2), Color.green);
//MyUtils.World_Sprite.Create(worldOrigin + new Vector3(x * nodeSize, y * nodeSize), new Vector3(2, 2), SpriteHolder.instance.s_White, Color.green);
},
(int x, int y) => {
createSprite(worldOrigin + new Vector3(x * nodeSize, y * nodeSize), new Vector3(2, 2), Color.red);
//MyUtils.World_Sprite.Create(worldOrigin + new Vector3(x * nodeSize, y * nodeSize), new Vector3(2, 2), SpriteHolder.instance.s_White, Color.red);
}
);
}
/*public void PrintMapUpdateable() {
}*/
private bool IsValidShortcut(int startX, int startY, int endX, int endY) {
//Debug.Log("Testing Shortcut: " + startX + ", " + startY + " -> " + endX + ", " + endY);
int shortcutWeight = mapNodes[startX][startY].weight;
Vector3 dir = (new Vector3(endX, endY) - new Vector3(startX, startY)).normalized;
Vector3 test = new Vector3(startX, startY) + dir;
int testX = Mathf.RoundToInt(test.x);
int testY = Mathf.RoundToInt(test.y);
// Check if shortcut is walkable
//Debug.Log("Testing: "+testX+","+testY);
while (!(testX == endX && testY == endY)) {
if (!IsWalkable(testX, testY) || mapNodes[testX][testY].weight != shortcutWeight) {
// Not walkable
//Debug.Log("Shortcut invalid!");
return false;
} else {
test += dir;
testX = Mathf.RoundToInt(test.x);
testY = Mathf.RoundToInt(test.y);
//Debug.Log("Testing: "+testX+","+testY);
}
}
// Shortcut walkable
//Debug.Log("Shortcut valid!");
return true;
}
public List<PathNode> GetFindPath(MapPos startPos, MapPos finalPos) {
int width = widthMax;
int height = heightMax;
startPos = GetClosestValidPos(startPos.x, startPos.y);
if (startPos.x < 0 || startPos.y < 0 || finalPos.x < 0 || finalPos.y < 0 ||
startPos.x >= width || finalPos.x >= width ||
startPos.y >= height || finalPos.y >= height) {
return null; //Out of bounds!
}
if (mapNodes[finalPos.x][finalPos.y].weight == WALL_WEIGHT ||
mapNodes[startPos.x][startPos.y].weight == WALL_WEIGHT)
return null; //Wall
return findPath(startPos.x, startPos.y, finalPos.x, finalPos.y);
}
public List<PathNode> GetFindPathClosest(MapPos startPos, List<MapPos> allFinalPos) {
List<PathNode> closest = null;
for (int i = 0; i < allFinalPos.Count; i++) {
List<PathNode> path = GetFindPath(startPos, allFinalPos[i]);
if (path != null) {
if (closest == null)
closest = path;
else {
if (path.Count < closest.Count) {
closest = path;
}
}
}
}
return closest;
}
public bool FindPath(int startX, int startY, MapPos finalPos, OnPathCallback callback) {
return FindPath(startX, startY, new List<MapPos>() { finalPos }, callback);
}
public bool FindPath(int startX, int startY, List<MapPos> finalPositions, OnPathCallback callback) {
int width = widthMax;
int height = heightMax;
MapPos start = GetClosestValidPos(startX, startY);
startX = start.x;
startY = start.y;
List<PathRoute> paths = new List<PathRoute>();
foreach (MapPos finalPos in finalPositions) {
if (startX < 0 || startY < 0 || finalPos.x < 0 || finalPos.y < 0 ||
startX >= width || finalPos.x >= width ||
startY >= height || finalPos.y >= height) {
continue; // Out of bounds!
}
if (mapNodes[finalPos.x][finalPos.y].weight == WALL_WEIGHT ||
mapNodes[startX][startY].weight == WALL_WEIGHT) {
// Find close non-wall start/end
continue; // Wall
}
List<PathNode> currentPath = findPath(startX, startY, finalPos.x, finalPos.y);
if (currentPath.Count <= 0 && (startX != finalPos.x || startY != finalPos.y)) {
// Don't add path if there's no path
} else {
if (!finalPos.straightToOffset) {
// Don't go straight to offset, add dummy
currentPath.Add(currentPath[currentPath.Count - 1]);
}
paths.Add(new PathRoute(currentPath, worldOrigin, nodeSize, finalPos));
}
}
int smallest = 0;
for (int i = 1; i < paths.Count; i++) {
if (paths[i].pathNodeList.Count < paths[smallest].pathNodeList.Count)
smallest = i;
}
if (paths.Count <= 0 || (paths.Count > 0 && paths[smallest].pathNodeList.Count <= 0)) {
// No path
return false;
} else {
callback(paths[smallest].pathNodeList, paths[smallest].finalPos);
}
return true;
}
public Vector3 GetClosestValidPosition(Vector3 position) {
int mapX, mapY;
ConvertVectorPositionValidate(position, out mapX, out mapY);
MapPos closestValidMapPos = GetClosestValidPos(mapX, mapY);
PathNode pathNode = mapNodes[closestValidMapPos.x][closestValidMapPos.y];
return pathNode.GetWorldVector(worldOrigin, nodeSize);
}
private MapPos GetClosestValidPos(int mapX, int mapY) {
int width = widthMax;
int height = heightMax;
// Inside bounds
while (mapX < 0) mapX++;
while (mapY < 0) mapY++;
while (mapX >= width) mapX--;
while (mapY >= height) mapY--;
// Check inside walls
if (mapNodes[mapX][mapY].weight == WALL_WEIGHT) {
int radius = 1;
MapPos valid = null;
do {
valid = GetValidPosRadius(mapX, mapY, radius);
radius++;
} while (valid == null && radius < 100);
if (radius == 100) return new MapPos(0, 0);
return valid;
}
return new MapPos(mapX, mapY);
}
private MapPos GetValidPosRadius(int mapX, int mapY, int radius) {
int width = widthMax;
int height = heightMax;
int endX = mapX + radius;
for (int i = mapX - radius; i <= endX; i++) {
int j = mapY + radius;
if (i < 0 || i >= width || j < 0 || j >= height) {
//Out of bounds
} else {
if (mapNodes[i][j].weight != WALL_WEIGHT)
return new MapPos(i, j);
}
j = mapY - radius;
if (i < 0 || i >= width || j < 0 || j >= height) {
//Out of bounds
} else {
if (mapNodes[i][j].weight != WALL_WEIGHT)
return new MapPos(i, j);
}
}
int endY = mapY + radius;
for (int j = mapY - radius + 1; j < endY; j++) {
int i = mapX - radius;
if (i < 0 || i >= width || j < 0 || j >= height) {
//Out of bounds
} else {
if (mapNodes[i][j].weight != WALL_WEIGHT)
return new MapPos(i, j);
}
i = mapX + radius;
if (i < 0 || i >= width || j < 0 || j >= height) {
//Out of bounds
} else {
if (mapNodes[i][j].weight != WALL_WEIGHT)
return new MapPos(i, j);
}
}
return null;
}
public void ApplyShortcuts(ref List<PathNode> pathNodeList) {
if (pathNodeList.Count > 1) {
int testStartNodeIndex = 1;
while (testStartNodeIndex < pathNodeList.Count - 2) { // Only test untils there's 3 nodes left
PathNode testStartNode = pathNodeList[testStartNodeIndex];
int testEndNodeIndex = testStartNodeIndex + 2;
// Test start node with node 2 indexes in front
PathNode testEndNode = pathNodeList[testEndNodeIndex];
while (IsValidShortcut(testStartNode.xPos, testStartNode.yPos, testEndNode.xPos, testEndNode.yPos)) {
// Valid shortcut
// Remove in between node
pathNodeList.RemoveAt(testStartNodeIndex + 1);
if (testEndNodeIndex >= pathNodeList.Count - 1) {
// No more nodes
break;
} else {
// Test next node
testEndNode = pathNodeList[testEndNodeIndex];
}
}
// Start next shortcut test from this end node
testStartNodeIndex = testEndNodeIndex;
}
}
}
public PathRoute GetPathRouteWithShortcuts(Vector3 start, Vector3 end) {
List<PathNode> pathNodeList = GetPath(start, end);
ApplyShortcuts(ref pathNodeList);
return new PathRoute(pathNodeList, worldOrigin, nodeSize, null);
}
public PathRoute GetPathRoute(Vector3 start, Vector3 end) {
List<PathNode> pathNodeList = GetPath(start, end);
return new PathRoute(pathNodeList, worldOrigin, nodeSize, null);
}
public List<PathNode> GetPath(Vector3 start, Vector3 end) {
start = start - worldOrigin;
end = end - worldOrigin;
start = start / nodeSize;
end = end / nodeSize;
MapPos startMapPos = GetClosestValidPos(Mathf.RoundToInt(start.x), Mathf.RoundToInt(start.y));
MapPos endMapPos = GetClosestValidPos(Mathf.RoundToInt(end.x), Mathf.RoundToInt(end.y));
return findPath(startMapPos.x, startMapPos.y, endMapPos.x, endMapPos.y);
}
public List<PathNode> findPath(int startX, int startY, int endX, int endY) {
List<PathNode> ret = new List<PathNode>();
// Calculate H for all nodes
CalculateAllHeuristics(endX, endY);
// Start finding target
foundTarget = false;
binaryTree = new BinaryTree();
openListCount = 1;
PathNode currentNode = mapNodes[startX][startY];
PathNode targetNode = mapNodes[endX][endY];
if (currentNode == targetNode) {
return new List<PathNode> { currentNode };
}
int iterations = 0;
do {
iterations++;
currentNode = FindTarget(currentNode, targetNode);
} while (!foundTarget && openListCount > 0 && iterations < 60000);
if (iterations >= 60000) UnityEngine.Debug.Log("iteration overload");
if (foundTarget) {
// Get path
currentNode = targetNode;
ret.Add(currentNode);
while (currentNode.parent != null && currentNode.parent != currentNode) {
ret.Add(currentNode.parent);
currentNode = currentNode.parent;
}
if (currentNode.parent == currentNode) UnityEngine.Debug.Log("parent == child");
} else {
// No path possible
}
ret.Reverse();
return ret;
}
private PathNode FindTarget(PathNode currentNode, PathNode targetNode) {
// Check the north node
if (currentNode.moveNorth) DetermineNodeValues(currentNode, currentNode.north, targetNode);
// Check the east node
if (currentNode.moveEast) DetermineNodeValues(currentNode, currentNode.east, targetNode);
// Check the south node
if (currentNode.moveSouth) DetermineNodeValues(currentNode, currentNode.south, targetNode);
// Check the west node
if (currentNode.moveWest) DetermineNodeValues(currentNode, currentNode.west, targetNode);
if (!foundTarget) {
// Once done checking add to the closed list and remove from the open list
AddToClosedList(currentNode);
RemoveFromOpenList(currentNode);
// Get the next node with the smallest F value
return GetSmallestFValueNode();
} else {
return null;
}
}
private void DetermineNodeValues(PathNode currentNode, PathNode testing, PathNode targetNode) {
// Dont work on null nodes
if (testing == null)
return;
// Check to see if the node is the target
if (testing == targetNode) {
targetNode.parent = currentNode;
foundTarget = true;
return;
}
// Ignore Walls
if (currentNode.weight == WALL_WEIGHT || testing.weight == WALL_WEIGHT)
return;
// While the node has not already been tested
if (!testing.isOnClosedList) {
// Check to see if the node is already on the open list
if (testing.isOnOpenList) {
// Get a Gcost to move from this node to the testing node
int newGcost = currentNode.gValue + currentNode.weight + movementCost;
// If the G cost is better then change the nodes parent and update its costs.
if (newGcost < testing.gValue) {
testing.parent = currentNode;
testing.gValue = newGcost;
binaryTree.RemoveNode(testing);
testing.CalculateFValue();
binaryTree.AddNode(testing);
}
} else {
// Set the testing nodes parent to the current location, calculate its costs, and add it to the open list
testing.parent = currentNode;
testing.gValue = currentNode.gValue + currentNode.weight + movementCost;
testing.CalculateFValue();
AddToOpenList(testing);
}
}
}
private void AddToOpenList(PathNode node) {
binaryTree.AddNode(node);
openListCount++;
node.isOnOpenList = true;
}
private void AddToClosedList(PathNode currentNode) {
currentNode.isOnClosedList = true;
}
private void RemoveFromOpenList(PathNode currentNode) {
binaryTree.RemoveNode(currentNode);
openListCount--;
currentNode.isOnOpenList = false;
}
private PathNode GetSmallestFValueNode() {
return binaryTree.GetSmallest();
}
private void CalculateManhattanDistance(PathNode currentNode, int currX, int currY, int targetX, int targetY) {
currentNode.parent = null;
currentNode.hValue = (Mathf.Abs(currX - targetX) + Mathf.Abs(currY - targetY));
currentNode.isOnOpenList = false;
currentNode.isOnClosedList = false;
}
private void CalculateAllHeuristics(int endX, int endY) {
int rows = heightMax;
int cols = widthMax;
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
CalculateManhattanDistance(mapNodes[x][y], x, y, endX, endY);
}
}
}
public void ResetRestrictions() {
for (int i = 0; i < GetMapWidth(); i++) {
for (int j = 0; j < GetMapHeight(); j++) {
mapNodes[i][j].ResetRestrictions();
}
}
}
public void RefreshAllHitboxes() {
for (int x = 0; x < widthMax; x++) {
for (int y = 0; y < heightMax; y++) {
mapNodes[x][y].TestHitbox();
}
}
//Event_Speaker.Broadcast(Event_Trigger.Pathfinding_Refresh);
}
public void RefreshHitbox(MapPos mapPos) {
mapNodes[mapPos.x][mapPos.y].TestHitbox();
//Event_Speaker.Broadcast(Event_Trigger.Pathfinding_Refresh);
}
public bool IsWalkable(MapPos mapPos) {
return mapNodes[mapPos.x][mapPos.y].weight != WALL_WEIGHT;
}
public bool IsWalkable(int x, int y) {
return mapNodes[x][y].weight != WALL_WEIGHT;
}
public bool IsWall(int x, int y) {
return mapNodes[x][y].weight == WALL_WEIGHT;
}
public bool HasWeight(int x, int y) {
return mapNodes[x][y].weight > 0;
}
private void ConvertVectorPosition(Vector3 position, out int x, out int y) {
x = (int)((position.x - worldOrigin.x) / nodeSize);
y = (int)((position.y - worldOrigin.y) / nodeSize);
}
private void ConvertVectorPositionValidate(Vector3 position, out int x, out int y) {
ConvertVectorPosition(position, out x, out y);
if (x < 0) x = 0;
if (y < 0) y = 0;
if (x >= widthMax) x = widthMax - 1;
if (y >= heightMax) y = heightMax - 1;
}
}
}