[Player] Add AI Pathfinding on a 2D grid to the player character
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192
Assets/External/AstarPathfindingProject/Generators/Utilities/GridLookup.cs
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192
Assets/External/AstarPathfindingProject/Generators/Utilities/GridLookup.cs
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using System.Collections.Generic;
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namespace Pathfinding.Util {
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/// <summary>
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/// Holds a lookup datastructure to quickly find objects inside rectangles.
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/// Objects of type T occupy an integer rectangle in the grid and they can be
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/// moved efficiently. You can query for all objects that touch a specified
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/// rectangle that runs in O(m*k+r) time where m is the number of objects that
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/// the query returns, k is the average number of cells that an object
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/// occupies and r is the area of the rectangle query.
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///
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/// All objects must be contained within a rectangle with one point at the origin
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/// (inclusive) and one at <see cref="size"/> (exclusive) that is specified in the constructor.
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/// </summary>
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public class GridLookup<T> where T : class {
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Int2 size;
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Item[] cells;
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/// <summary>
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/// Linked list of all items.
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/// Note that the first item in the list is a dummy item and does not contain any data.
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/// </summary>
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Root all = new Root();
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Dictionary<T, Root> rootLookup = new Dictionary<T, Root>();
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Stack<Item> itemPool = new Stack<Item>();
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public GridLookup (Int2 size) {
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this.size = size;
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cells = new Item[size.x*size.y];
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for (int i = 0; i < cells.Length; i++) cells[i] = new Item();
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}
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internal class Item {
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public Root root;
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public Item prev, next;
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}
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public class Root {
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/// <summary>Underlying object</summary>
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public T obj;
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/// <summary>Next item in the linked list of all roots</summary>
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public Root next;
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/// <summary>Previous item in the linked list of all roots</summary>
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internal Root prev;
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internal IntRect previousBounds = new IntRect(0, 0, -1, -1);
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/// <summary>References to an item in each grid cell that this object is contained inside</summary>
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internal List<Item> items = new List<Item>();
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internal bool flag;
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}
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/// <summary>Linked list of all items</summary>
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public Root AllItems {
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get {
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return all.next;
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}
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}
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public void Clear () {
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rootLookup.Clear();
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all.next = null;
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foreach (var item in cells) item.next = null;
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}
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public Root GetRoot (T item) {
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Root root;
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rootLookup.TryGetValue(item, out root);
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return root;
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}
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/// <summary>
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/// Add an object to the lookup data structure.
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/// Returns: A handle which can be used for Move operations
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/// </summary>
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public Root Add (T item, IntRect bounds) {
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var root = new Root {
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obj = item,
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prev = all,
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next = all.next
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};
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all.next = root;
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if (root.next != null) root.next.prev = root;
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rootLookup.Add(item, root);
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Move(item, bounds);
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return root;
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}
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/// <summary>Removes an item from the lookup data structure</summary>
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public void Remove (T item) {
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Root root;
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if (!rootLookup.TryGetValue(item, out root)) {
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return;
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}
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// Make the item occupy no cells at all
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Move(item, new IntRect(0, 0, -1, -1));
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rootLookup.Remove(item);
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root.prev.next = root.next;
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if (root.next != null) root.next.prev = root.prev;
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}
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/// <summary>Move an object to occupy a new set of cells</summary>
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public void Move (T item, IntRect bounds) {
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Root root;
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if (!rootLookup.TryGetValue(item, out root)) {
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throw new System.ArgumentException("The item has not been added to this object");
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}
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var prev = root.previousBounds;
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if (prev == bounds) return;
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// Remove all
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for (int i = 0; i < root.items.Count; i++) {
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Item ob = root.items[i];
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ob.prev.next = ob.next;
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if (ob.next != null) ob.next.prev = ob.prev;
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}
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root.previousBounds = bounds;
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int reusedItems = 0;
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for (int z = bounds.ymin; z <= bounds.ymax; z++) {
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for (int x = bounds.xmin; x <= bounds.xmax; x++) {
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Item ob;
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if (reusedItems < root.items.Count) {
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ob = root.items[reusedItems];
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} else {
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ob = itemPool.Count > 0 ? itemPool.Pop() : new Item();
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ob.root = root;
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root.items.Add(ob);
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}
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reusedItems++;
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ob.prev = cells[x + z*size.x];
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ob.next = ob.prev.next;
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ob.prev.next = ob;
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if (ob.next != null) ob.next.prev = ob;
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}
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}
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for (int i = root.items.Count-1; i >= reusedItems; i--) {
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Item ob = root.items[i];
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ob.root = null;
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ob.next = null;
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ob.prev = null;
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root.items.RemoveAt(i);
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itemPool.Push(ob);
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}
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}
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/// <summary>
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/// Returns all objects of a specific type inside the cells marked by the rectangle.
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/// Note: For better memory usage, consider pooling the list using Pathfinding.Util.ListPool after you are done with it
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/// </summary>
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public List<U> QueryRect<U>(IntRect r) where U : class, T {
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List<U> result = Pathfinding.Util.ListPool<U>.Claim();
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// Loop through tiles and check which objects are inside them
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for (int z = r.ymin; z <= r.ymax; z++) {
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var zs = z*size.x;
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for (int x = r.xmin; x <= r.xmax; x++) {
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Item c = cells[x + zs];
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// Note, first item is a dummy, so it is ignored
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while (c.next != null) {
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c = c.next;
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var obj = c.root.obj as U;
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if (!c.root.flag && obj != null) {
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c.root.flag = true;
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result.Add(obj);
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}
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}
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}
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}
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// Reset flags
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for (int z = r.ymin; z <= r.ymax; z++) {
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var zs = z*size.x;
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for (int x = r.xmin; x <= r.xmax; x++) {
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Item c = cells[x + zs];
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while (c.next != null) {
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c = c.next;
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c.root.flag = false;
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}
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}
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}
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return result;
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}
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}
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}
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