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November 22, 2021 18:36
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A Star with sorting by full path C# Unity
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| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| // Similar to https://lsreg.ru/realizaciya-algoritma-poiska-a-na-c/ | |
| public class AStar | |
| { | |
| public static List<Vector2Int> FindPath( | |
| Vector2Int start, | |
| Vector2Int goal, | |
| int calculationLimit, | |
| CanMove canMove | |
| ) | |
| { | |
| var closedSet = new PathNodeCollection(); | |
| var openSet = new PathNodeCollection(); | |
| PathNode startNode = new PathNode( | |
| Position: start, | |
| CameFrom: null, | |
| PathLengthFromStart: 0, | |
| HeuristicEstimatePathLength: GetHeuristicPathLength(start, goal) | |
| ); | |
| openSet.Add(startNode); | |
| int currIteration = 0; | |
| while (openSet.Count() > 0) | |
| { | |
| currIteration++; | |
| if (currIteration >= calculationLimit) | |
| { | |
| return null; | |
| } | |
| var currentNode = openSet.FindShortestFullPathLength(); | |
| if (currentNode.Position == goal) | |
| { | |
| return GetPathForNode(currentNode); | |
| } | |
| openSet.Remove(currentNode); | |
| closedSet.Add(currentNode); | |
| foreach (var neighbourNode in Get4Neighbours(currentNode, goal, canMove)) | |
| { | |
| if (closedSet.HasPosition(neighbourNode.Position)) | |
| { | |
| continue; | |
| } | |
| var openNode = openSet.FindForPosition(neighbourNode.Position); | |
| if (openNode == null) | |
| { | |
| openSet.Add(neighbourNode); | |
| } | |
| else | |
| if (openNode.PathLengthFromStart > neighbourNode.PathLengthFromStart) | |
| { | |
| openSet.ModifyCameFrom( | |
| openNode, | |
| NewCameFrom: currentNode, | |
| NewPathLengthFromStart: neighbourNode.PathLengthFromStart | |
| ); | |
| } | |
| } | |
| } | |
| return null; | |
| } | |
| private static List<PathNode> Get4Neighbours(PathNode pathNode, Vector2Int goal, CanMove canMove) | |
| { | |
| var result = new List<PathNode>(4); | |
| Vector2Int[] neighbourPoints = new Vector2Int[4]; | |
| neighbourPoints[0] = new Vector2Int(pathNode.Position.x + 1, pathNode.Position.y); | |
| neighbourPoints[1] = new Vector2Int(pathNode.Position.x - 1, pathNode.Position.y); | |
| neighbourPoints[2] = new Vector2Int(pathNode.Position.x, pathNode.Position.y + 1); | |
| neighbourPoints[3] = new Vector2Int(pathNode.Position.x, pathNode.Position.y - 1); | |
| foreach (Vector2Int point in neighbourPoints) | |
| { | |
| if (!canMove(point)) | |
| { | |
| continue; | |
| } | |
| var neighbourNode = new PathNode( | |
| Position: point, | |
| CameFrom: pathNode, | |
| PathLengthFromStart: pathNode.PathLengthFromStart + GetDistanceBetweenNeighbours(), | |
| HeuristicEstimatePathLength: GetHeuristicPathLength(point, goal) | |
| ); | |
| result.Add(neighbourNode); | |
| } | |
| return result; | |
| } | |
| private static int GetDistanceBetweenNeighbours() | |
| { | |
| return 1; | |
| } | |
| private static int GetHeuristicPathLength(Vector2Int from, Vector2Int to) | |
| { | |
| return Math.Abs(from.x - to.x) + Math.Abs(from.y - to.y); | |
| } | |
| private static List<Vector2Int> GetPathForNode(PathNode pathNode) | |
| { | |
| var result = new List<Vector2Int>(); | |
| var currentNode = pathNode; | |
| while (currentNode != null) | |
| { | |
| result.Add(currentNode.Position); | |
| currentNode = currentNode.CameFrom; | |
| } | |
| result.Reverse(); | |
| return result; | |
| } | |
| public delegate bool CanMove(Vector2Int cell); | |
| } | |
| class PathNodeCollection | |
| { | |
| private readonly SortedListWithDuplicates<int, PathNode> NodesByFullPath = | |
| new SortedListWithDuplicates<int, PathNode>(); | |
| private readonly Dictionary<Vector2Int, PathNode> PositionToNode = | |
| new Dictionary<Vector2Int, PathNode>(); | |
| public int Count() => NodesByFullPath.Count(); | |
| public void Add(PathNode element) | |
| { | |
| NodesByFullPath.Add(element.FullPathLength, element); | |
| PositionToNode[element.Position] = element; | |
| } | |
| public void Remove(PathNode element) | |
| { | |
| NodesByFullPath.Remove(element.FullPathLength, element); | |
| PositionToNode.Remove(element.Position); | |
| } | |
| public void ModifyCameFrom(PathNode element, PathNode NewCameFrom, int NewPathLengthFromStart) | |
| { | |
| PathNode newElement = new PathNode( | |
| Position: element.Position, | |
| CameFrom: NewCameFrom, | |
| PathLengthFromStart: NewPathLengthFromStart, | |
| HeuristicEstimatePathLength: element.HeuristicEstimatePathLength | |
| ); | |
| Remove(element); | |
| Add(newElement); | |
| } | |
| public PathNode FindShortestFullPathLength() | |
| { | |
| return NodesByFullPath.GetFirst(); | |
| } | |
| public bool HasPosition(Vector2Int pos) | |
| { | |
| return PositionToNode.ContainsKey(pos); | |
| } | |
| public PathNode FindForPosition(Vector2Int pos) | |
| { | |
| PathNode result = null; | |
| PositionToNode.TryGetValue(pos, out result); | |
| return result; | |
| } | |
| } | |
| public class PathNode | |
| { | |
| public readonly Vector2Int Position; | |
| public readonly int PathLengthFromStart; | |
| public readonly PathNode CameFrom; | |
| public readonly int HeuristicEstimatePathLength; | |
| public readonly int FullPathLength; | |
| public PathNode( | |
| Vector2Int Position, | |
| int PathLengthFromStart, | |
| PathNode CameFrom, | |
| int HeuristicEstimatePathLength | |
| ) | |
| { | |
| this.Position = Position; | |
| this.PathLengthFromStart = PathLengthFromStart; | |
| this.CameFrom = CameFrom; | |
| this.HeuristicEstimatePathLength = HeuristicEstimatePathLength; | |
| FullPathLength = PathLengthFromStart + HeuristicEstimatePathLength; | |
| } | |
| } | |
| class SortedListWithDuplicates<K, V> | |
| { | |
| private readonly SortedList<K, List<V>> list = new SortedList<K, List<V>>(); | |
| public void Add(K key, V value) | |
| { | |
| List<V> bucket = null; | |
| list.TryGetValue(key, out bucket); | |
| if (bucket == null) | |
| { | |
| bucket = new List<V>(); | |
| list[key] = bucket; | |
| } | |
| bucket.Add(value); | |
| } | |
| public void Remove(K key, V value) | |
| { | |
| List<V> bucket = null; | |
| list.TryGetValue(key, out bucket); | |
| if (bucket == null) | |
| { | |
| return; | |
| } | |
| bucket.Remove(value); | |
| if (bucket.Count == 0) | |
| { | |
| list.Remove(key); | |
| } | |
| } | |
| public int Count() => list.Count; | |
| public V GetFirst() | |
| { | |
| if (list.Count == 0) | |
| { | |
| return default(V); | |
| } | |
| List<V> bucket = list.Values[0]; | |
| if (bucket.Count == 0) | |
| { | |
| return default(V); | |
| } | |
| return bucket[0]; | |
| } | |
| } |
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