This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
TrueCraft/TrueCraft.Core/AI/AStarPathFinder.cs
Drew DeVault 2edd199fca Enable diagonal paths in A* implementation
The way this works is like so, where 'o' is the voxel we're trying to
leave, '_' is a possible exit, 'x' is an obstacle, and * is the exit.

    __*
    _o_
    ___

    xx*
    _o_
    ___

    xxx
    _o*
    ___

    xx_
    _ox
    __*

Basically, if both the north and east paths are available, AND the
northeast path is available, we use the northeast path.
2015-07-02 17:52:55 -06:00

116 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using TrueCraft.API;
using TrueCraft.API.World;
namespace TrueCraft.Core.AI
{
public class AStarPathFinder
{
private readonly Coordinates3D[] Neighbors =
{
Coordinates3D.North,
Coordinates3D.East,
Coordinates3D.South,
Coordinates3D.West
};
private readonly Coordinates3D[][] DiagonalNeighbors = new Coordinates3D[][]
{
new[] { Coordinates3D.North, Coordinates3D.East },
new[] { Coordinates3D.North, Coordinates3D.West },
new[] { Coordinates3D.South, Coordinates3D.East },
new[] { Coordinates3D.South, Coordinates3D.West },
};
private PathResult TracePath(Coordinates3D start, Coordinates3D goal, Dictionary<Coordinates3D, Coordinates3D> parents)
{
var list = new List<Coordinates3D>();
var current = goal;
while (current != start)
{
current = parents[current];
list.Insert(0, current);
}
list.Add(goal);
return new PathResult { Waypoints = list };
}
private bool CanOccupyVoxel(IWorld world, BoundingBox box, Coordinates3D voxel)
{
var id = world.GetBlockID(voxel);
// TODO: Make this more sophisticated
return id == 0;
}
public PathResult FindPath(IWorld world, BoundingBox subject, Coordinates3D start, Coordinates3D goal)
{
// Thanks to www.redblobgames.com/pathfinding/a-star/implementation.html
var parents = new Dictionary<Coordinates3D, Coordinates3D>();
var costs = new Dictionary<Coordinates3D, double>();
var openset = new PriorityQueue<Coordinates3D>();
var closedset = new HashSet<Coordinates3D>();
openset.Enqueue(start, 0);
parents[start] = start;
costs[start] = start.DistanceTo(goal);
while (openset.Count > 0)
{
var current = openset.Dequeue();
if (current == goal)
return TracePath(start, goal, parents);
closedset.Add(current);
// Test directly adjacent voxels
for (int i = 0; i < Neighbors.Length; i++)
{
var next = Neighbors[i] + current;
if (closedset.Contains(next))
continue;
if (!CanOccupyVoxel(world, subject, next))
continue;
var cost = (int)(costs[current] + current.DistanceTo(next));
if (!costs.ContainsKey(next) || cost < costs[next])
{
costs[next] = cost;
var priority = cost + next.DistanceTo(goal);
openset.Enqueue(next, priority);
parents[next] = current;
}
}
// Test diagonally
for (int i = 0; i < DiagonalNeighbors.Length; i++)
{
var pair = DiagonalNeighbors[i];
var next = pair[0] + pair[1] + current;
if (closedset.Contains(next))
continue;
if (!CanOccupyVoxel(world, subject, next))
continue;
if (!CanOccupyVoxel(world, subject, pair[0] + current))
continue;
if (!CanOccupyVoxel(world, subject, pair[1] + current))
continue;
var cost = (int)(costs[current] + current.DistanceTo(next));
if (!costs.ContainsKey(next) || cost < costs[next])
{
costs[next] = cost;
var priority = cost + next.DistanceTo(goal);
openset.Enqueue(next, priority);
parents[next] = current;
}
}
}
return null;
}
}
}