using System;
using System.Collections.Generic;
namespace GAME
{
public struct mapPoint
{
public int x;
public int y;
}
class FindWay
{
class Point
{
public Point() { }
public int G;
public int H;
public int x;
public int y;
public Point father;
}
//开启列表
List<Point> open_List = new List<Point>();
//关闭列表
List<Point> close_List = new List<Point>();
public List<mapPoint> Astar(mapPoint _startingPoint, mapPoint _destination, int movePower, ref byte[,] consumption)
{
//定义出发位置
Point startingPoint = new Point();
startingPoint.x = _startingPoint.x;
startingPoint.y = _startingPoint.y;
//定义目的地
Point destination = new Point();
destination.x = _destination.x;
destination.y = _destination.y;
open_List.Add(startingPoint);
while (!(IsInOpenList(destination.x, destination.y))) //当终点存在开启列表中就意味着寻路结束了
{
Point nowPoint = GetMinFFromOpenList();
open_List.Remove(nowPoint);
close_List.Add(nowPoint);
CheckGrid(nowPoint, destination, ref consumption);
}
List<mapPoint> way = new List<mapPoint>();
Point p = GetPointFromOpenList(destination.x, destination.y);
List<Point> temp = new List<Point>();
while (p.father != null)
{
temp.Add(p);
p = p.father;
}
temp.Reverse();
foreach (Point pt in temp)
{
if (pt.G > movePower) break;
way.Add(new mapPoint() { x = pt.x, y = pt.y });
}
return way;
}
//从开启列表查找F值最小的节点
private Point GetMinFFromOpenList()
{
Point Pmin = null;
foreach (Point p in open_List) if (Pmin == null || Pmin.G + Pmin.H > p.G + p.H) Pmin = p;
return Pmin;
}
//判断关闭列表是否包含一个坐标的点
private bool IsInCloseList(int x, int y)
{
foreach (Point p in close_List) if (p.x == x && p.y == y) return true;
return false;
}
//判断开启列表是否包含一个坐标的点
private bool IsInOpenList(int x, int y)
{
foreach (Point p in open_List) if (p.x == x && p.y == y) return true;
return false;
}
//从开启列表返回对应坐标的点
private Point GetPointFromOpenList(int x, int y)
{
foreach (Point p in open_List) if (p.x == x && p.y == y) return p;
return null;
}
//检查当前节点附近的节点
private void CheckGrid(Point nowPoint, Point destination, ref byte[,] consumption)
{
for (int xt = nowPoint.x - 1; xt <= nowPoint.x + 1; xt++)
{
for (int yt = nowPoint.y - 1; yt <= nowPoint.y + 1; yt++)
{
//排除超过边界、不相干和关闭列表中的点
if (!(xt >= 0 && xt < consumption.GetLength(0) && yt >= 0 && yt < consumption.GetLength(1))) continue;
if (IsInCloseList(xt, yt)) continue;
if (!(xt == nowPoint.x && yt - 1 == nowPoint.y) && !(xt - 1 == nowPoint.x && yt == nowPoint.y) && !(xt + 1 == nowPoint.x && yt == nowPoint.y) && !(xt == nowPoint.x && yt + 1 == nowPoint.y))
continue;
if (IsInOpenList(xt, yt))
{
Point pt = GetPointFromOpenList(xt, yt);
int G_new = nowPoint.G + consumption[pt.x, pt.y];
if (G_new < pt.G)
{
open_List.Remove(pt);
pt.father = nowPoint;
pt.G = G_new;
open_List.Add(pt);
}
}
else //不在开启列表中
{
Point pt = new Point();
pt.x = xt;
pt.y = yt;
pt.father = nowPoint;
pt.G = pt.father.G + consumption[pt.x, pt.y];
pt.H = Math.Abs(pt.x - destination.x) + Math.Abs(pt.y - destination.y);
open_List.Add(pt);
}
}
}
}
}
}