A*多人寻路解决方案及优化策略

题外话

  • 去年暑假开始接触Unity,到现在(2019/06/23)已经快一年了,认为自己成长了很多,感觉以前写的代码很丑陋
  • 我的考试周(实际上连续了一个月)已经结束了,嘻嘻嘻
  • 应一位在职美术的邀请,参与了某个游戏的制作,这个也是游戏的一个模块,同时也因为这个原因此篇博客只能提供解决方案和部分代码,给不了项目文件
  • IGG 2019G星计划那个暑期实习,6月14号最终面了,结果需要等到7月5号,真是让人心急啊,当场出结果多爽啊,就算是没过心里也不用惦记着(害怕7月5号那天,邮箱收到“很遗憾…”开头的邮件

如果你点开这篇博客,关于A*的基础知识你一定已经知道了

如果不知道请点击 https://blog.csdn.net/hitwhylz/article/details/23089415

多人寻路中存在的问题

1.不做任何设置直接寻路,会导致重叠
在这里插入图片描述
2.把周围的点设置为障碍物,直接二次寻路会导致性能消耗过大,额外专门开个线程还好一点

解决办法

说的简单一点就是:等待+二次寻路

这里,我们把需要寻路的“角色”或“人物”称为 Role
具体思路:
1.为每一个Role调用A*实例,得到路径
2.设置CircleCastAll,如果此Role与其他Role产生“碰撞”,进入等待状态,等待计时
3.在等待状态中,对Role的前进方向投射CircleCast,如果前进方向没有其他Role阻拦,继续前进
4.等待计时超过一定限制,根据情况二次寻路,把阻挡的Role设置为“不可通过”(实际上相当于又回到了第一步)
5.如果已经到达目的地,可以根据需求进行排列阵型(小范围寻路)

效果图

在下图中我只点击了一次
在这里插入图片描述
此效果图并没有步骤五的效果,其实我觉得没写View层,从这几个点能看出个鬼,可能因为我不是策划?
在这里插入图片描述

关于优化

1. 使用二叉堆
什么是二叉堆?http://www.ijiandao.com/2b/baijia/168869.html

反例:
去年我初次接触A*的时候,用我魔改的红黑树存的节点,效率也有提高。
面试的时候我还说我的A*数据结构用的红黑树,但没想到有二叉堆这么合适的东西,可恶啊

2. 在二次寻路中缩小寻路范围
3. 二次寻路范围偏移
根据物体与目标的位置进行范围偏移,总结的话就是一张图,尽量合理利用寻路范围
如何做到呢?
这里有点A和点B,我们先求出两点的中点C, 向量Vector = (mapCenterPos-mapStartPos),也就是寻路范围中心点到寻路空间左下角的向量, 我们这次寻路的起点坐标=C+Vector,就可以达到下图中的效果,目的就是最大限度的利用寻路空间。
在这里插入图片描述

关于代码

我在CSDN写的第一篇博客就是Unity2D中A*寻路算法,当时初学,年轻不懂事,不知道优化,存储节点用的红黑树(虽然也有性能提升,但是没二叉堆合适),代码复用性也不好
因为项目原因不能提供多人寻路的代码,只提供了新版本A*的代码
其中包含我改好的二叉堆,如果想用的话只需要

MapGrids localMapGrids;
AStarWayFinding wayFind;
List<Vector2> wayList;

//初始化格子
localMapGrids = new MapGrids(mapSize, startPos, mapStep, layerMask);//地图大小,起点,格子大小,碰撞投射层级
wayFind = new AStarWayFinding();
//把路径存储到wayList中
wayList=wayFind.WayFinding(rolePos, targetPos, localMapGrids);

以下是A*寻路所用到的全部代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HeapSort
{
    private OpenlistNode[] array;
    private int currentIndex;

    public HeapSort(int size)
    {
        array = new OpenlistNode[size];
        currentIndex = 0;
    }
    public OpenlistNode[] getList()
    {
        return this.array;
    }
    public int getSize()
    {
        return this.currentIndex;
    }
    //插入
    public void insertSort(OpenlistNode source)
    {
        array[currentIndex] = source;
        tickedUp(currentIndex++);
    }

    private void tickedUp(int index)
    {
        int parentIndex = (index - 1) / 2;//父节点索引
        OpenlistNode temp = array[index];
        while (index > 0 && array[parentIndex].F1 > temp.F1)
        {
            array[index] = array[parentIndex];
            index = parentIndex;
            parentIndex = (parentIndex - 1) / 2;
        }
        array[index] = temp;
    }
    public OpenlistNode getMin()
    {
        OpenlistNode minNode = array[0];
        array[0] = array[--currentIndex];
        trickleDown(0);
        return minNode;
    }
    private void trickleDown(int index)
    {
        OpenlistNode temp = array[index];
        int minChildIndex;
        while (index < currentIndex / 2)
        {
            int leftChildIndex = 2 * index + 1;
            int rightChildIndex = leftChildIndex + 1;

            //右子节点存在,且小于左子节点
            if (rightChildIndex < currentIndex && array[leftChildIndex].F1 > array[rightChildIndex].F1)
            {
                minChildIndex = rightChildIndex;
            }
            else
            {
                minChildIndex = leftChildIndex;
            }
            if (temp.F1 <= array[minChildIndex].F1)
            {
                break;
            }
            array[index] = array[minChildIndex];
            index = minChildIndex;
        }
        array[index] = temp;
    }
}
public class OpenlistNode
{
    private Grid grid;
    private int G;
    private int F;
    private OpenlistNode parent;
    private int currentX;
    private int currentY;
    public OpenlistNode(Grid grid, int g, int h, OpenlistNode parent)
    {
        this.grid = grid;
        this.G = g;
        this.F = h + g;
        this.parent = parent;
    }

    public Grid Grid { get => grid; set => grid = value; }
    public int G1 { get => G; set => G = value; }
    public int F1 { get => F; set => F = value; }
    public OpenlistNode Parent { get => parent; set => parent = value; }
    public int CurrentX { get => currentX; set => currentX = value; }
    public int CurrentY { get => currentY; set => currentY = value; }
}
public class Grid
{
    private bool wall;
    private Vector2 worldPos;

    public Grid(Vector2 worldPos)
    {
        this.WorldPos = worldPos;
    }
    public bool Wall { get => wall; set => wall = value; }
    public Vector2 WorldPos { get => worldPos; set => worldPos = value; }
}
//初始化和存储所有格子所用的类
public class MapGrids
{
    private float mapSize;
    private Vector2 startPos;
    private Vector2 gridSize;
    public List<List<Grid>> Grids;
    public int xySize;
    public Vector2 getStartPos()
    {
        return this.startPos;
    }
    public Vector2 getGridSize()
    {
        return this.gridSize;
    }
    public float getMapSize()
    {
        return this.mapSize;
    }
    public MapGrids(float mapSize, Vector2 startPos, Vector2 gridSize, LayerMask layerMask)
    {
        this.mapSize = mapSize;
        this.startPos = startPos;
        this.gridSize = gridSize;
        Grids = new List<List<Grid>>();

        xySize = Mathf.FloorToInt(this.mapSize / this.gridSize.x);
        Vector2 direction = new Vector2(0.0f, 0.0f);
        Vector2 xStep = new Vector2(this.gridSize.x, 0.0f);
        Vector2 yStep = new Vector2(0.0f, this.gridSize.y);
        Vector2 worldPosStep = this.gridSize * 0.5f;

        for (int i = 0; i < xySize; i++)
        {
            Grids.Add(new List<Grid>());
            for (int j = 0; j < xySize; j++)
            {
                Grids[i].Add(new Grid(
                        this.startPos + xStep * i + yStep * j + worldPosStep
                    ));
                Grids[i][j].Wall = Physics2D.BoxCast(Grids[i][j].WorldPos, this.gridSize, 0.0f, direction, layerMask);
            }
        }
    }
}
public class AStarWayFinding
{
    private int[] startGrid;
    private int[] endGrid;
    private OpenlistNode current;
    private OpenlistNode pointer;
    private int[] currentPosXY;
    private HeapSort openList;
    private HashSet<Grid> closeList;
    private List<Vector2> way;
    private int[] gridXY;
    private bool isFirstTime;
    private int searchOpenCount;
    public List<Vector2> WayFinding(Vector2 startPos, Vector2 endPos, MapGrids mapGrids)
    {
        //初始化与计算坐标所在格子
        way = new List<Vector2>();
        currentPosXY = new int[2];
        openList = new HeapSort(mapGrids.xySize*mapGrids.xySize);
        closeList = new HashSet<Grid>();
        startGrid = new int[2];
        endGrid = new int[2];
        gridXY = new int[2];
        isFirstTime = true;
        //如果不在界内
        if (endPos.x - mapGrids.getStartPos().x < 1
            || endPos.y - mapGrids.getStartPos().y < 1
            || endPos.x - mapGrids.getStartPos().x - mapGrids.getMapSize() > -1
            || endPos.y - mapGrids.getStartPos().y - mapGrids.getMapSize() > -1
            ) return null;

        startGrid[0] = Mathf.FloorToInt((startPos.x - mapGrids.getStartPos().x) / mapGrids.getGridSize().x);
        startGrid[1] = Mathf.FloorToInt((startPos.y - mapGrids.getStartPos().y) / mapGrids.getGridSize().y);
        endGrid[0] = Mathf.FloorToInt((endPos.x - mapGrids.getStartPos().x) / mapGrids.getGridSize().x);
        endGrid[1] = Mathf.FloorToInt((endPos.y - mapGrids.getStartPos().y) / mapGrids.getGridSize().y);

        //Debug.LogFormat("{0}{1}{2}{3}", startGrid[0], startGrid[1], endGrid[0], endGrid[1]);
        if (Mathf.Abs(startGrid[0] - endGrid[0]) < 2 && Mathf.Abs(startGrid[1] - endGrid[1]) < 2)
        {
            if (!mapGrids.Grids[endGrid[0]][endGrid[1]].Wall) return new List<Vector2>();
            return null;
        }

        //添加起点格子到OpenList
        current = new OpenlistNode(mapGrids.Grids[startGrid[0]][startGrid[1]], 0, getDistance(startGrid, endGrid), null);
        current.CurrentX = startGrid[0];
        current.CurrentY = startGrid[1];
        currentPosXY[0] = startGrid[0];
        currentPosXY[1] = startGrid[1];
        openList.insertSort(current);

        //寻路过程
        while (openList.getSize() != 0)
        {
            if (isFirstTime) openList.getMin();
            isFirstTime = false;
            closeList.Add(current.Grid);
            if (currentPosXY[0] < 2 || currentPosXY[0] > mapGrids.xySize - 2 || currentPosXY[1] < 2 || currentPosXY[1] > mapGrids.xySize - 2)
            {
                if (openList.getSize() == 0) break;
                current = openList.getMin();
                currentPosXY[0] = current.CurrentX;
                currentPosXY[1] = current.CurrentY;
            }
            else
            {
                if (aroundGrid(mapGrids))
                {
                    getWay(mapGrids);
                    return way;
                }
                if (openList.getSize() == 0) break;
                current = openList.getMin();
                currentPosXY[0] = current.CurrentX;
                currentPosXY[1] = current.CurrentY;
            }
        }
        //-----------Debug.Log("寻路失败");
        return null;
    }
    //获得路径
    private void getWay(MapGrids mapGrids)
    {
        while (!(current.Parent.CurrentX == startGrid[0] && current.Parent.CurrentY == startGrid[1]))
        {
            way.Add(current.Grid.WorldPos);
            current = current.Parent;
        }
        way.Reverse();
    }
    //遍历周围8个格子,如果周围存在目标那么寻路成功
    private bool aroundGrid(MapGrids mapGrids)
    {
        for (int i = -1; i < 2; i++)
        {
            for (int j = -1; j < 2; j++)
            {
                if (i == 0 && j == 0) continue;
                gridXY[0] = currentPosXY[0] + i;
                gridXY[1] = currentPosXY[1] + j;
                if (gridXY[0] == endGrid[0] && gridXY[1] == endGrid[1])
                {
                    //-------------Debug.Log("寻路成功");
                    return true;
                }
                if (mapGrids.Grids[gridXY[0]][gridXY[1]].Wall || closeList.Contains(mapGrids.Grids[gridXY[0]][gridXY[1]]))
                {
                    continue;
                }
                if (searchOpen(mapGrids.Grids[gridXY[0]][gridXY[1]]))
                {
                    OpenlistNode opListNode = new OpenlistNode(mapGrids.Grids[gridXY[0]][gridXY[1]], current.G1 + getDistance(currentPosXY, gridXY), getDistance(gridXY, endGrid), current);
                    //Debug.LogFormat("{0},{1}", gridXY[0], gridXY[1]);
                    opListNode.CurrentX = gridXY[0];
                    opListNode.CurrentY = gridXY[1];
                    openList.insertSort(opListNode);
                }
            }
        }
        //Debug.Log("__________________");
        return false;
    }
    private bool searchOpen(Grid grid)
    {
        searchOpenCount = 0;
        foreach (OpenlistNode oln in openList.getList())
        {
            if (++searchOpenCount > openList.getSize()) return true;
            if (grid == oln.Grid) return false;
        }
        return true;
    }
    //节点消耗计算
    private int getDistance(int[] a, int[] b)
    {
        return Mathf.Abs(a[0] - b[0]) * 10 + Mathf.Abs(a[1] - b[1]) * 14;
    }
}

猜你喜欢

转载自blog.csdn.net/qq_33967521/article/details/93412004