Files
Shogi/PathFinding/PathFinder2D.cs

111 lines
3.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace PathFinding
{
public class PathFinder2D<T> where T : IPlanarElement
{
/// <summary>
/// </summary>
/// <param name="element">Guaranteed to be non-null.</param>
/// <param name="position"></param>
public delegate void Callback(T collider, Vector2 position);
private readonly IPlanarCollection<T> collection;
private readonly int width;
private readonly int height;
public PathFinder2D(IPlanarCollection<T> collection)
{
this.collection = collection;
width = collection.GetLength(0);
height = collection.GetLength(1);
}
/// <summary>
/// Navigate the collection such that each "step" is always towards the destination.
/// </summary>
/// <param name="element">The pathing element.</param>
/// <param name="origin">The starting location.</param>
/// <param name="destination">The destination.</param>
/// <param name="callback">Do cool stuff here.</param>
/// <returns>True if the element reached the destination.</returns>
public bool PathTo(T element, Vector2 origin, Vector2 destination, Callback callback)
{
if (destination.X > width - 1 || destination.Y > height - 1 || destination.X < 0 || destination.Y < 0)
{
return false;
}
var path = FindDirectionTowardsDestination(element.GetPaths(), origin, destination);
var next = Vector2.Add(origin, path.Direction);
if (!IsPathable(origin, destination, next))
{
// Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
return false;
}
var shouldPath = true;
while (shouldPath)
{
var collider = collection[(int)next.X, (int)next.Y];
if (collider != null) callback(collider, next);
if (next == destination) return true;
if (path.Distance == Distance.OneStep)
{
shouldPath = false;
}
next = Vector2.Add(next, path.Direction);
}
return true;
}
public void PathEvery(IPlanarElement element, Vector2 from, Callback callback)
{
foreach (var path in element.GetPaths())
{
var shouldPath = true;
var next = Vector2.Add(from, path.Direction);
while (shouldPath && next.X < width && next.Y < height && next.X >= 0 && next.Y >= 0)
{
var collider = collection[(int)next.X, (int)next.Y];
if (collider != null)
{
callback(collider, next);
}
next = Vector2.Add(from, path.Direction);
if (path.Distance == Distance.OneStep)
{
shouldPath = false;
}
}
}
}
public Path FindDirectionTowardsDestination(ICollection<Path> paths, Vector2 origin, Vector2 destination) =>
paths.Aggregate((a, b) => Vector2.Distance(destination, Vector2.Add(origin, a.Direction)) < Vector2.Distance(destination, Vector2.Add(origin, b.Direction)) ? a : b);
public bool IsPathable(Vector2 origin, Vector2 destination, T element)
{
var path = FindDirectionTowardsDestination(element.GetPaths(), origin, destination);
var next = Vector2.Add(origin, path.Direction);
return IsPathable(origin, destination, next);
}
public bool IsPathable(Vector2 origin, Vector2 destination, Vector2 next)
{
if (Vector2.Distance(next, destination) < Vector2.Distance(origin, destination))
{
// y = mx + b
// b = -mx + y
var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
var yIntercept = -(slope * origin.X) + origin.Y;
return float.IsInfinity(slope) || next.Y == slope * next.X + yIntercept;
}
return false;
}
}
}