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DStarPathfinder.cs
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472 lines (395 loc) · 14 KB
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using System;
using System.Collections.Generic;
using UnityEngine;
public class DStarPathfinder : IPathfinder
{
private const int MOVE_STRAIGHT_COST = 10;
private const int K_OLD = 0;
private const int K_NEW = 1;
private const int K_OPEN = 2;
private const int K_CLOSED = 3;
private GridManager gridManager;
private class State
{
public int t; // 状态类型:NEW, OPEN, CLOSED
public int h; // 估计代价
public int k; // 最小代价
public GridCell backPointer; // 指向父节点
}
private Dictionary<GridCell, State> _states;
private PriorityQueue<GridCell> _openList;
private GridCell _goal;
public DStarPathfinder()
{
_states = new Dictionary<GridCell, State>();
_openList = new PriorityQueue<GridCell>();
}
public List<GridCell> FindPath(GridCell start, GridCell goal, GameObject requestingAgent = null)
{
if (start == null || goal == null)
return null;
// 如果目标改变,重新初始化算法
if (_goal != goal)
{
_goal = goal;
InitializeSearch();
}
// 处理占用和新障碍物
HandleOccupiedCells(requestingAgent);
// 执行主算法
ComputeShortestPath();
// 根据状态生成路径
List<GridCell> path = ExtractPath(start);
return path;
}
public void Initialize(GridManager gridManager)
{
this.gridManager = gridManager;
_states.Clear();
_openList.Clear();
Debug.Log("D* 寻路算法已初始化");
}
private GridCell GetCellAt(int x, int y)
{
return gridManager?.GetCellFromGrid(x, y);
}
private void InitializeSearch()
{
_states.Clear();
_openList.Clear();
// 初始化目标状态
State goalState = new State
{
t = K_NEW,
h = 0,
k = 0,
backPointer = null
};
_states[_goal] = goalState;
_openList.Enqueue(_goal, 0);
// 设置目标状态为OPEN
_states[_goal].t = K_OPEN;
}
private void HandleOccupiedCells(GameObject requestingAgent)
{
// 检查和处理被占用的单元格
foreach (var entry in _states)
{
GridCell cell = entry.Key;
if (!cell.isWalkable || (cell.occupiedBy != null && cell.occupiedBy != requestingAgent))
{
// 标记为障碍物
State state = entry.Value;
if (state.h != int.MaxValue)
{
state.h = int.MaxValue;
UpdateVertex(cell);
}
}
}
}
private void ComputeShortestPath()
{
while (_openList.Count > 0)
{
int kOld = _openList.TopPriority();
GridCell x = _openList.Dequeue();
if (!_states.ContainsKey(x))
continue;
State state = _states[x];
if (state.t == K_CLOSED)
continue;
if (kOld < state.h)
{
// 扩展状态
foreach (GridCell y in GetNeighbors(x))
{
if (!_states.ContainsKey(y))
{
_states[y] = new State { t = K_NEW, h = int.MaxValue, k = int.MaxValue, backPointer = null };
}
if (_states[y].t == K_NEW)
{
_states[y].k = GetKMin(y);
_states[y].t = K_OPEN;
_openList.Enqueue(y, _states[y].k);
}
else
{
if (_states[y].h > _states[x].h + CostBetween(y, x))
{
_states[y].backPointer = x;
UpdateVertex(y);
}
}
}
}
if (kOld == state.h)
{
state.t = K_CLOSED;
foreach (GridCell y in GetNeighbors(x))
{
if (!_states.ContainsKey(y))
{
_states[y] = new State { t = K_NEW, h = int.MaxValue, k = int.MaxValue, backPointer = null };
}
if (_states[y].t == K_NEW ||
(_states[y].backPointer == x && _states[y].h != _states[x].h + CostBetween(y, x)) ||
(_states[y].backPointer != x && _states[y].h > _states[x].h + CostBetween(y, x)))
{
_states[y].backPointer = x;
UpdateVertex(y);
}
}
}
else
{
// 重新入队
_openList.Enqueue(x, GetKMin(x));
}
}
}
private int GetKMin(GridCell x)
{
if (!_states.ContainsKey(x))
return int.MaxValue;
return Math.Min(_states[x].h, _states[x].k);
}
private void UpdateVertex(GridCell x)
{
if (!_states.ContainsKey(x))
return;
State state = _states[x];
// 如果在OPEN列表中,移除
if (state.t == K_OPEN)
{
_openList.Remove(x);
}
// 如果不是CLOSED状态
if (state.t != K_CLOSED)
{
if (x != _goal)
{
// 计算h值
int minH = int.MaxValue;
GridCell bestY = null;
foreach (GridCell y in GetNeighbors(x))
{
if (!_states.ContainsKey(y))
continue;
int h = _states[y].h + CostBetween(x, y);
if (h < minH)
{
minH = h;
bestY = y;
}
}
if (bestY != null)
{
state.h = minH;
state.backPointer = bestY;
}
}
}
// 放回OPEN列表
state.k = state.h;
state.t = K_OPEN;
_openList.Enqueue(x, state.k);
}
private int CostBetween(GridCell a, GridCell b)
{
// 检查是否可通行
if (!b.isWalkable || b.occupiedBy != null)
return int.MaxValue;
// 上下左右移动成本相同
return MOVE_STRAIGHT_COST;
}
private List<GridCell> GetNeighbors(GridCell cell)
{
List<GridCell> neighbors = new List<GridCell>();
// 上下左右四个方向
TryAddNeighbor(neighbors, cell.x, cell.y + 1); // 上
TryAddNeighbor(neighbors, cell.x + 1, cell.y); // 右
TryAddNeighbor(neighbors, cell.x, cell.y - 1); // 下
TryAddNeighbor(neighbors, cell.x - 1, cell.y); // 左
return neighbors;
}
private void TryAddNeighbor(List<GridCell> neighbors, int x, int y)
{
GridCell neighbor = GetCellAt(x, y);
if (neighbor != null)
neighbors.Add(neighbor);
}
// private GridCell GetCellAt(int x, int y)
// {
// // 示例实现,实际应从GridManager获取
// return GridManager.Instance?.GetCellAt(x, y);
// }
private List<GridCell> ExtractPath(GridCell start)
{
List<GridCell> path = new List<GridCell>();
GridCell current = start;
if (!_states.ContainsKey(current))
return null;
// 沿着back pointer构建路径
path.Add(current);
while (current != _goal)
{
if (!_states.ContainsKey(current) || _states[current].backPointer == null)
break;
current = _states[current].backPointer;
path.Add(current);
// 防止可能出现的循环
if (path.Count > 1000)
break;
}
return path;
}
public void HandleChangedCells(List<GridCell> changedCells)
{
if (changedCells == null || changedCells.Count == 0)
return;
// 更新变化的单元格
foreach (GridCell cell in changedCells)
{
if (_states.ContainsKey(cell))
{
if (!cell.isWalkable || cell.occupiedBy != null)
{
// 标记为障碍物
_states[cell].h = int.MaxValue;
UpdateVertex(cell);
}
else if (cell.isWalkable && _states[cell].h == int.MaxValue)
{
// 恢复为可通行
UpdateVertex(cell);
}
}
}
// 重新计算路径
ComputeShortestPath();
}
public string GetAlgorithmName()
{
return "D* Pathfinding";
}
// 优先队列实现
private class PriorityQueue<T>
{
private List<KeyValuePair<T, int>> _elements = new List<KeyValuePair<T, int>>();
private Dictionary<T, int> _lookup = new Dictionary<T, int>();
public int Count { get { return _elements.Count; } }
public void Clear()
{
_elements.Clear();
_lookup.Clear();
}
public void Enqueue(T item, int priority)
{
if (_lookup.ContainsKey(item))
{
// 如果元素已经存在,更新其优先级
int index = _lookup[item];
_elements[index] = new KeyValuePair<T, int>(item, priority);
BubbleUp(index);
}
else
{
// 添加新元素
_elements.Add(new KeyValuePair<T, int>(item, priority));
_lookup[item] = _elements.Count - 1;
BubbleUp(_elements.Count - 1);
}
}
public T Dequeue()
{
int lastIndex = _elements.Count - 1;
T frontItem = _elements[0].Key;
// 移除查找项
_lookup.Remove(frontItem);
// 将最后一个元素放到前面,并重新调整
_elements[0] = _elements[lastIndex];
_elements.RemoveAt(lastIndex);
if (_elements.Count > 0)
{
_lookup[_elements[0].Key] = 0;
BubbleDown(0);
}
return frontItem;
}
public bool Contains(T item)
{
return _lookup.ContainsKey(item);
}
public void Remove(T item)
{
if (!_lookup.ContainsKey(item))
return;
int index = _lookup[item];
_lookup.Remove(item);
// 如果是最后一项,直接移除
if (index == _elements.Count - 1)
{
_elements.RemoveAt(index);
return;
}
// 将最后一项移到当前位置
_elements[index] = _elements[_elements.Count - 1];
_elements.RemoveAt(_elements.Count - 1);
if (_elements.Count > index)
{
_lookup[_elements[index].Key] = index;
BubbleDown(index);
}
}
public T Peek()
{
return _elements[0].Key;
}
public int TopPriority()
{
return _elements[0].Value;
}
private void BubbleUp(int index)
{
while (index > 0)
{
int parentIndex = (index - 1) / 2;
if (_elements[parentIndex].Value <= _elements[index].Value)
break;
// 交换
Swap(index, parentIndex);
index = parentIndex;
}
}
private void BubbleDown(int index)
{
int lastIndex = _elements.Count - 1;
while (true)
{
int leftChildIndex = 2 * index + 1;
int rightChildIndex = 2 * index + 2;
int smallestIndex = index;
// 找到最小的子节点
if (leftChildIndex <= lastIndex && _elements[leftChildIndex].Value < _elements[smallestIndex].Value)
smallestIndex = leftChildIndex;
if (rightChildIndex <= lastIndex && _elements[rightChildIndex].Value < _elements[smallestIndex].Value)
smallestIndex = rightChildIndex;
if (smallestIndex == index)
break;
// 交换
Swap(index, smallestIndex);
index = smallestIndex;
}
}
private void Swap(int index1, int index2)
{
var temp = _elements[index1];
_elements[index1] = _elements[index2];
_elements[index2] = temp;
_lookup[_elements[index1].Key] = index1;
_lookup[_elements[index2].Key] = index2;
}
}
}