1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using System.Text; |
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5 | using System.Threading.Tasks; |
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6 | using Point = Microsoft.Xna.Framework.Point; |
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7 | |
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8 | namespace AStar |
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9 | { |
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10 | public class PathFinder |
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11 | { |
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12 | private int width; |
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13 | private int height; |
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14 | private Node[,] nodes; |
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15 | private Node startNode; |
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16 | private Node endNode; |
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17 | private SearchParameters searchParameters; |
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18 | |
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19 | /// <summary> |
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20 | /// Create a new instance of PathFinder |
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21 | /// </summary> |
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22 | /// <param name="searchParameters"></param> |
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23 | public PathFinder(SearchParameters searchParameters) |
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24 | { |
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25 | this.searchParameters = searchParameters; |
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26 | InitializeNodes(searchParameters.Map); |
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27 | this.startNode = this.nodes[searchParameters.StartLocation.X, searchParameters.StartLocation.Y]; |
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28 | this.startNode.State = NodeState.Open; |
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29 | this.endNode = this.nodes[searchParameters.EndLocation.X, searchParameters.EndLocation.Y]; |
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30 | } |
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31 | |
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32 | /// <summary> |
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33 | /// Attempts to find a path from the start location to the end location based on the supplied SearchParameters |
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34 | /// </summary> |
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35 | /// <returns>A List of Points representing the path. If no path was found, the returned list is empty.</returns> |
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36 | public List<Point> FindPath() |
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37 | { |
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38 | // The start node is the first entry in the 'open' list |
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39 | List<Point> path = new List<Point>(); |
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40 | bool success = Search(startNode); |
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41 | if (success) |
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42 | { |
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43 | // If a path was found, follow the parents from the end node to build a list of locations |
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44 | Node node = this.endNode; |
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45 | while (node.ParentNode != null) |
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46 | { |
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47 | path.Add(node.Location); |
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48 | node = node.ParentNode; |
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49 | } |
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50 | |
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51 | // Reverse the list so it's in the correct order when returned |
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52 | path.Reverse(); |
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53 | } |
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54 | |
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55 | return path; |
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56 | } |
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57 | |
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58 | /// <summary> |
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59 | /// Builds the node grid from a simple grid of booleans indicating areas which are and aren't walkable |
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60 | /// </summary> |
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61 | /// <param name="map">A boolean representation of a grid in which true = walkable and false = not walkable</param> |
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62 | private void InitializeNodes(bool[,] map) |
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63 | { |
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64 | this.width = map.GetLength(0); |
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65 | this.height = map.GetLength(1); |
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66 | this.nodes = new Node[this.width, this.height]; |
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67 | for (int y = 0; y < this.height; y++) |
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68 | { |
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69 | for (int x = 0; x < this.width; x++) |
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70 | { |
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71 | this.nodes[x, y] = new Node(x, y, map[x, y], this.searchParameters.EndLocation); |
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72 | } |
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73 | } |
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74 | } |
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75 | |
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76 | /// <summary> |
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77 | /// Attempts to find a path to the destination node using <paramref name="currentNode"/> as the starting location |
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78 | /// </summary> |
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79 | /// <param name="currentNode">The node from which to find a path</param> |
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80 | /// <returns>True if a path to the destination has been found, otherwise false</returns> |
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81 | private bool Search(Node currentNode) |
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82 | { |
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83 | // Set the current node to Closed since it cannot be traversed more than once |
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84 | currentNode.State = NodeState.Closed; |
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85 | List<Node> nextNodes = GetAdjacentWalkableNodes(currentNode); |
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86 | |
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87 | // Sort by F-value so that the shortest possible routes are considered first |
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88 | nextNodes.Sort((node1, node2) => node1.F.CompareTo(node2.F)); |
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89 | foreach (var nextNode in nextNodes) |
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90 | { |
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91 | // Check whether the end node has been reached |
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92 | if (nextNode.Location == this.endNode.Location) |
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93 | { |
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94 | return true; |
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95 | } |
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96 | else |
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97 | { |
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98 | // If not, check the next set of nodes |
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99 | if (Search(nextNode)) // Note: Recurses back into Search(Node) |
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100 | return true; |
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101 | } |
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102 | } |
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103 | |
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104 | // The method returns false if this path leads to be a dead end |
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105 | return false; |
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106 | } |
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107 | |
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108 | /// <summary> |
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109 | /// Returns any nodes that are adjacent to <paramref name="fromNode"/> and may be considered to form the next step in the path |
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110 | /// </summary> |
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111 | /// <param name="fromNode">The node from which to return the next possible nodes in the path</param> |
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112 | /// <returns>A list of next possible nodes in the path</returns> |
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113 | private List<Node> GetAdjacentWalkableNodes(Node fromNode) |
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114 | { |
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115 | List<Node> walkableNodes = new List<Node>(); |
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116 | IEnumerable<Point> nextLocations = GetAdjacentLocations(fromNode.Location); |
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117 | |
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118 | foreach (var location in nextLocations) |
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119 | { |
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120 | int x = location.X; |
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121 | int y = location.Y; |
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122 | |
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123 | // Stay within the grid's boundaries |
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124 | if (x < 0 || x >= this.width || y < 0 || y >= this.height) |
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125 | continue; |
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126 | |
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127 | Node node = this.nodes[x, y]; |
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128 | // Ignore non-walkable nodes |
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129 | if (!node.IsWalkable) |
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130 | continue; |
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131 | |
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132 | // Ignore already-closed nodes |
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133 | if (node.State == NodeState.Closed) |
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134 | continue; |
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135 | |
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136 | // Already-open nodes are only added to the list if their G-value is lower going via this route. |
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137 | if (node.State == NodeState.Open) |
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138 | { |
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139 | float traversalCost = Node.GetTraversalCost(node.Location, node.ParentNode.Location); |
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140 | float gTemp = fromNode.G + traversalCost; |
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141 | if (gTemp < node.G) |
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142 | { |
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143 | node.ParentNode = fromNode; |
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144 | walkableNodes.Add(node); |
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145 | } |
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146 | } |
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147 | else |
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148 | { |
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149 | // If it's untested, set the parent and flag it as 'Open' for consideration |
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150 | node.ParentNode = fromNode; |
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151 | node.State = NodeState.Open; |
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152 | walkableNodes.Add(node); |
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153 | } |
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154 | } |
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155 | |
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156 | return walkableNodes; |
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157 | } |
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158 | |
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159 | /// <summary> |
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160 | /// Returns the eight locations immediately adjacent (orthogonally and diagonally) to <paramref name="fromLocation"/> |
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161 | /// </summary> |
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162 | /// <param name="fromLocation">The location from which to return all adjacent points</param> |
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163 | /// <returns>The locations as an IEnumerable of Points</returns> |
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164 | private static IEnumerable<Point> GetAdjacentLocations(Point fromLocation) |
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165 | { |
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166 | return new Point[] |
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167 | { |
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168 | new Point(fromLocation.X-1, fromLocation.Y-1), |
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169 | new Point(fromLocation.X-1, fromLocation.Y ), |
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170 | new Point(fromLocation.X-1, fromLocation.Y+1), |
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171 | new Point(fromLocation.X, fromLocation.Y+1), |
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172 | new Point(fromLocation.X+1, fromLocation.Y+1), |
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173 | new Point(fromLocation.X+1, fromLocation.Y ), |
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174 | new Point(fromLocation.X+1, fromLocation.Y-1), |
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175 | new Point(fromLocation.X, fromLocation.Y-1) |
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176 | }; |
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177 | } |
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178 | } |
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179 | } |
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