Files
Shogi/PathFinding/PathFinder2D.cs

129 lines
4.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace PathFinding
{
public class PathFinder2D<T> where T : IPlanarElement
{
/// <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, respecting the Paths available to the element at origin.
/// </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(Vector2 origin, Vector2 destination, Callback callback = null)
{
if (destination.X > width - 1 || destination.Y > height - 1 || destination.X < 0 || destination.Y < 0)
{
return false;
}
var element = collection[origin.X, origin.Y];
if (element == null) return false;
var path = FindDirectionTowardsDestination(element.MoveSet.GetMoves(), origin, destination);
if (!IsPathable(origin, destination, path.Direction))
{
// Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
return false;
}
var shouldPath = true;
var next = origin;
while (shouldPath && next != destination)
{
next = Vector2.Add(next, path.Direction);
var collider = collection[(int)next.X, (int)next.Y];
if (collider != null)
{
callback?.Invoke(collider, next);
shouldPath = false;
}
else if (path.Distance == Distance.OneStep)
{
shouldPath = false;
}
}
return next == destination;
}
public void PathEvery(Vector2 from, Callback callback)
{
var element = collection[from.X, from.Y];
foreach (var path in element.MoveSet.GetMoves())
{
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);
shouldPath = false;
}
if (path.Distance == Distance.OneStep)
{
shouldPath = false;
}
next = Vector2.Add(next, path.Direction);
}
}
}
/// <summary>
/// Path the line from origin to destination, ignoring any Paths defined by the element at origin.
/// </summary>
public void LinePathTo(Vector2 origin, Vector2 direction, Callback callback)
{
direction = Vector2.Normalize(direction);
var next = Vector2.Add(origin, direction);
while (next.X >= 0 && next.X < width && next.Y >= 0 && next.Y < height)
{
var element = collection[next.X, next.Y];
if (element != null) callback(element, next);
next = Vector2.Add(next, direction);
}
}
public static Move FindDirectionTowardsDestination(ICollection<Move> 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 static bool IsPathable(Vector2 origin, Vector2 destination, Vector2 direction)
{
var next = Vector2.Add(origin, direction);
if (Vector2.Distance(next, destination) >= Vector2.Distance(origin, destination)) return false;
var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
if (float.IsInfinity(slope))
{
return next.X == destination.X;
}
else
{
// b = -mx + y
var yIntercept = -slope * origin.X + origin.Y;
// y = mx + b
return next.Y == slope * next.X + yIntercept;
}
}
}
}