using UnityEngine;
namespace Pathfinding {
///
/// Finds a path in a random direction from the start node.
///
/// Terminates and returns when G \>= length (passed to the constructor) + RandomPath.spread or when there are no more nodes left to search.
///
///
///
/// // Call a RandomPath call like this, assumes that a Seeker is attached to the GameObject
///
/// // The path will be returned when the path is over a specified length (or more accurately when the traversal cost is greater than a specified value).
/// // A score of 1000 is approximately equal to the cost of moving one world unit.
/// int theGScoreToStopAt = 50000;
///
/// // Create a path object
/// RandomPath path = RandomPath.Construct(transform.position, theGScoreToStopAt);
/// // Determines the variation in path length that is allowed
/// path.spread = 5000;
///
/// // Get the Seeker component which must be attached to this GameObject
/// Seeker seeker = GetComponent();
///
/// // Start the path and return the result to MyCompleteFunction (which is a function you have to define, the name can of course be changed)
/// seeker.StartPath(path, MyCompleteFunction);
///
///
///
public class RandomPath : ABPath {
///
/// G score to stop searching at.
/// The G score is rougly the distance to get from the start node to a node multiplied by 1000 (per default, see Pathfinding.Int3.Precision), plus any penalties
///
public int searchLength;
///
/// All G scores between and + are valid end points, a random one of them is chosen as the final point.
/// On grid graphs a low spread usually works (but keep it higher than nodeSize*1000 since that it the default cost of moving between two nodes), on NavMesh graphs
/// I would recommend a higher spread so it can evaluate more nodes
///
public int spread = 5000;
/// If an is set, the higher this value is, the more it will try to reach
public float aimStrength;
/// Currently chosen end node
PathNode chosenNodeR;
///
/// The node with the highest G score which is still lower than .
/// Used as a backup if a node with a G score higher than could not be found
///
PathNode maxGScoreNodeR;
/// The G score of
int maxGScore;
///
/// An aim can be used to guide the pathfinder to not take totally random paths.
/// For example you might want your AI to continue in generally the same direction as before, then you can specify
/// aim to be transform.postion + transform.forward*10 which will make it more often take paths nearer that point
/// See:
///
public Vector3 aim;
int nodesEvaluatedRep;
/// Random number generator
readonly System.Random rnd = new System.Random();
public override bool FloodingPath {
get {
return true;
}
}
protected override bool hasEndPoint {
get {
return false;
}
}
protected override void Reset () {
base.Reset();
searchLength = 5000;
spread = 5000;
aimStrength = 0.0f;
chosenNodeR = null;
maxGScoreNodeR = null;
maxGScore = 0;
aim = Vector3.zero;
nodesEvaluatedRep = 0;
}
public RandomPath () {}
public static RandomPath Construct (Vector3 start, int length, OnPathDelegate callback = null) {
var p = PathPool.GetPath();
p.Setup(start, length, callback);
return p;
}
protected RandomPath Setup (Vector3 start, int length, OnPathDelegate callback) {
this.callback = callback;
searchLength = length;
originalStartPoint = start;
originalEndPoint = Vector3.zero;
startPoint = start;
endPoint = Vector3.zero;
startIntPoint = (Int3)start;
return this;
}
///
/// Calls callback to return the calculated path.
/// See:
///
protected override void ReturnPath () {
if (path != null && path.Count > 0) {
endNode = path[path.Count-1];
endPoint = (Vector3)endNode.position;
originalEndPoint = endPoint;
hTarget = endNode.position;
}
if (callback != null) {
callback(this);
}
}
protected override void Prepare () {
nnConstraint.tags = enabledTags;
var startNNInfo = AstarPath.active.GetNearest(startPoint, nnConstraint);
startPoint = startNNInfo.position;
endPoint = startPoint;
startIntPoint = (Int3)startPoint;
hTarget = (Int3)aim;//startIntPoint;
startNode = startNNInfo.node;
endNode = startNode;
#if ASTARDEBUG
Debug.DrawLine((Vector3)startNode.position, startPoint, Color.blue);
Debug.DrawLine((Vector3)endNode.position, endPoint, Color.blue);
#endif
if (startNode == null || endNode == null) {
FailWithError("Couldn't find close nodes to the start point");
return;
}
if (!CanTraverse(startNode)) {
FailWithError("The node closest to the start point could not be traversed");
return;
}
heuristicScale = aimStrength;
}
protected override void Initialize () {
//Adjust the costs for the end node
/*if (hasEndPoint && recalcStartEndCosts) {
* endNodeCosts = endNode.InitialOpen (open,hTarget,(Int3)endPoint,this,false);
* callback += ResetCosts; /* \todo Might interfere with other paths since other paths might be calculated before #callback is called *
* }*/
//Node.activePath = this;
PathNode startRNode = pathHandler.GetPathNode(startNode);
startRNode.node = startNode;
if (searchLength+spread <= 0) {
CompleteState = PathCompleteState.Complete;
Trace(startRNode);
return;
}
startRNode.pathID = pathID;
startRNode.parent = null;
startRNode.cost = 0;
startRNode.G = GetTraversalCost(startNode);
startRNode.H = CalculateHScore(startNode);
/*if (recalcStartEndCosts) {
* startNode.InitialOpen (open,hTarget,startIntPoint,this,true);
* } else {*/
startNode.Open(this, startRNode, pathHandler);
//}
searchedNodes++;
//any nodes left to search?
if (pathHandler.heap.isEmpty) {
FailWithError("No open points, the start node didn't open any nodes");
return;
}
currentR = pathHandler.heap.Remove();
}
protected override void CalculateStep (long targetTick) {
int counter = 0;
// Continue to search as long as we haven't encountered an error and we haven't found the target
while (CompleteState == PathCompleteState.NotCalculated) {
searchedNodes++;
// Close the current node, if the current node is the target node then the path is finished
if (currentR.G >= searchLength) {
if (currentR.G <= searchLength+spread) {
nodesEvaluatedRep++;
if (rnd.NextDouble() <= 1.0f/nodesEvaluatedRep) {
chosenNodeR = currentR;
}
} else {
// If no node was in the valid range of G scores, then fall back to picking one right outside valid range
if (chosenNodeR == null) chosenNodeR = currentR;
CompleteState = PathCompleteState.Complete;
break;
}
} else if (currentR.G > maxGScore) {
maxGScore = (int)currentR.G;
maxGScoreNodeR = currentR;
}
// Loop through all walkable neighbours of the node and add them to the open list.
currentR.node.Open(this, currentR, pathHandler);
// Any nodes left to search?
if (pathHandler.heap.isEmpty) {
if (chosenNodeR != null) {
CompleteState = PathCompleteState.Complete;
} else if (maxGScoreNodeR != null) {
chosenNodeR = maxGScoreNodeR;
CompleteState = PathCompleteState.Complete;
} else {
FailWithError("Not a single node found to search");
}
break;
}
// Select the node with the lowest F score and remove it from the open list
currentR = pathHandler.heap.Remove();
// Check for time every 500 nodes, roughly every 0.5 ms usually
if (counter > 500) {
// Have we exceded the maxFrameTime, if so we should wait one frame before continuing the search since we don't want the game to lag
if (System.DateTime.UtcNow.Ticks >= targetTick) {
// Return instead of yield'ing, a separate function handles the yield (CalculatePaths)
return;
}
counter = 0;
if (searchedNodes > 1000000) {
throw new System.Exception("Probable infinite loop. Over 1,000,000 nodes searched");
}
}
counter++;
}
if (CompleteState == PathCompleteState.Complete) {
Trace(chosenNodeR);
}
}
}
}