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C# AStar寻路算法详解

来源:互联网 收集:自由互联 发布时间:2023-05-16
目录 概述 思路 代码示例 位置定义 方向定义 估值函数 节点定义 算法上下文定义 寻路算法 初始化 获取路径 寻路 完整代码 概述 AStar算法是一种图形搜索算法,常用于寻路。他是以广
目录
  • 概述
  • 思路
  • 代码示例
    • 位置定义
    • 方向定义
    • 估值函数
    • 节点定义
    • 算法上下文定义
  • 寻路算法
    • 初始化
    • 获取路径
    • 寻路
  • 完整代码

    概述

    AStar算法是一种图形搜索算法,常用于寻路。他是以广度优先搜索为基础,集Dijkstra算法和最佳优先(best fit)于一身的一种算法。

    示例1:4向

    示例2:8向

    思路

    递归的通过估值函数找到最佳路径,估值函数与距离相关,也有可能与通过代价系数相关(例如平地系数为1,坡地系数为2),有三个参数:

    • G:起点点到当前点的代价
    • H: 当前点到终点的代价
    • F: F = G + H 与最佳路径权重负相关的参数

    过程大概:

    代码示例

    位置定义

    public struct Vec2
    {
        public int x;
        public int y;
    
        public Vec2(int x, int y)
        {
            this.x = x;
            this.y = y;
        }
    
        public static Vec2 Zero
        {
            get
            {
                return new Vec2(0, 0);
            }
        }
    
        public override bool Equals(object obj)
        {
            if (!(obj is Vec2))
                return false;
    
            var o = (Vec2)obj;
            return x == o.x && y == o.y;
        }
    
        public override int GetHashCode()
        {
            return x.GetHashCode() + y.GetHashCode();
        }
    
        public static Vec2 operator +(Vec2 a, Vec2 b)
        {
            return new Vec2(a.x + b.x, a.y + b.y);
        }
    
        public static Vec2 operator *(Vec2 a, int n)
        {
            return new Vec2(a.x * n, a.y * n);
        }
    
        public static Vec2 operator *(int n, Vec2 a)
        {
            return new Vec2(a.x * n, a.y * n);
        }
    
        public static bool operator ==(Vec2 a, Vec2 b)
        {
            return a.x == b.x && a.y == b.y;
        }
    
        public static bool operator !=(Vec2 a, Vec2 b)
        {
            return !(a.x == b.x && a.y == b.y);
        }
    }
    

    方向定义

    public enum EDir
    {
        Up = 0,
        Down = 1,
        Left = 2,
        Right = 3,
        UpLeft = 4,
        UpRight = 5,
        DownLeft = 6,
        DownRight = 7,
    }
    
    public abstract class CheckDirPol
    {
        abstract public Dictionary<EDir, Vec2> GetDir();
    }
    
    public class CheckDir4Pol : CheckDirPol
    {
        private Dictionary<EDir, Vec2> dirDict = new Dictionary<EDir, Vec2>
        {
            {EDir.Up, new Vec2(0, 1) },
            {EDir.Down, new Vec2(0, -1) },
            {EDir.Left, new Vec2(-1, 0) },
            {EDir.Right, new Vec2(1, 0) },
        };
        override public Dictionary<EDir, Vec2> GetDir()
        {
            return dirDict;
        }
    }
    
    public class CheckDir8Pol : CheckDirPol
    {
        private Dictionary<EDir, Vec2> dirDict = new Dictionary<EDir, Vec2>
        {
            {EDir.Up, new Vec2(0, 1) },
            {EDir.Down, new Vec2(0, -1) },
            {EDir.Left, new Vec2(-1, 0) },
            {EDir.Right, new Vec2(1, 0) },
            {EDir.UpLeft, new Vec2(-1, 1) },
            {EDir.UpRight, new Vec2(1, 1) },
            {EDir.DownLeft, new Vec2(-1, -1) },
            {EDir.DownRight, new Vec2(1, -1) },
    
        };
        override public Dictionary<EDir, Vec2> GetDir()
        {
            return dirDict;
        }
    }
    

    运用策略模式的技巧,以实现4向,8向搜索切换

    估值函数

    public abstract class EvaPol
    {
    	abstract public float Calc(Vec2 a, Vec2 b);
    }
    
    public class MANEvaPol : EvaPol
    {
        override public float Calc(Vec2 a, Vec2 b)
        {
            return Mathf.Abs(a.x - b.x) + Mathf.Abs(a.y - b.y);
        }
    }
    

    直接使用曼哈顿距离作为代价

    节点定义

    public class Node
    {
        public int id;
        public Vec2 pos;
        public float g;
        public float h;
        public float f;
        public Vec2 prePos;
        public bool hasPrePos;
    
        public Node(Vec2 pos)
        {
            this.pos = pos;
        }
    
        public void SetPrePos(Vec2 pos)
        {
            prePos = pos;
            hasPrePos = true;
        }
    }
    

    算法上下文定义

    Context context;
    EvaPol disPol;
    CheckDirPol checkDirPol;
    
    public struct Context
    {
        public Vec2 end;
        public Vec2 start;
        public Node[,] nodes;
        public List<Node> open;
        public List<Node> close;
        public int[,] map;
        public List<Vec2> result;
        public Vec2 size;
    }
    

    寻路算法

    初始化

    public void Init(Vec2 start, Vec2 end, int[,] map)
    {
    	var x = map.GetLength(0);
    	var y = map.GetLength(1);
    	context = new Context()
    	{
    		start = start,
    		end = end,
    		open = new List<Node>(),
    		close = new List<Node>(),
    		map = map,
    		result = new List<Vec2>(),
    		size = new Vec2(x, y),
    	};
    
    	context.nodes = new Node[x, y];
    	for (int i = 0; i < x; i++)
    		for (int j = 0; j < x; j++)
    			context.nodes[i, j] = new Node(new Vec2(i, j));
    
    	disPol = new MANEvaPol();
    	//checkDirPol = new CheckDir4Pol();
    	checkDirPol = new CheckDir8Pol();
    }
    

    获取路径

    public List<Vec2> GetResult()
    {
    	return context.result;
    }
    

    寻路

    寻路入口

    public void FindPath()
    {
    	var s = context.start;
    	var sn = context.nodes[s.x, s.y];
    	sn.g = 0;
    	sn.h = disPol.Calc(s, context.end);
    	sn.f = sn.g + sn.h;
    	context.open.Add(sn);
    
    	FindArrangement(sn);
    }
    

    递归函数

    void FindArrangement(Node node)
    {
    	context.close.Add(node);
    	context.open.Remove(node);
    
    	if (node.pos == context.end)
    	{
    		SetResult(node);
    		return;
    	}
    
    	CheckRound(node);
    	if (context.open.Count == 0)
    		return;
    
    	Node next = context.open[0];
    	for (int i = 1; i < context.open.Count; i++)
    		if (context.open[i].f < next.f)
    			next = context.open[i];
    
    	FindArrangement(next);
    }
    

    检查周围节点

    void CheckRound(Node node)
    {
    	var dirDict = checkDirPol.GetDir();
    	foreach (var pair in dirDict)
    	{
    		var dir = node.pos + pair.Value;
    
    		if (IsBlock(dir))
    			continue;
    		var dn = context.nodes[dir.x, dir.y];
    
    		if (context.close.Contains(dn))
    			continue;
    
    		if (context.open.Contains(dn))
    			TryOverridePath(node, dn);
    		else
    		{
    			dn.g = disPol.Calc(dn.pos, context.start);
    			dn.h = disPol.Calc(dn.pos, context.end);
    			dn.f = dn.g + dn.h;
    			dn.SetPrePos(node.pos);
    			context.open.Add(dn);
    		}
    	}
    }
    
    // 若是从邻节点到该节点路径更优,则替换更新
    void TryOverridePath(Node a, Node b)
    {
    	var g = a.g + disPol.Calc(a.pos, b.pos);
    	if (g < b.g)
    	{
    		b.g = g;
    		b.SetPrePos(a.pos);
    	}
    }
    
    bool IsBlock(Vec2 pos)
    {
    	return !InMap(pos) || context.map[pos.x, pos.y] == 1;
    }
    
    bool InMap(Vec2 pos)
    {
    	var x = pos.x;
    	var y = pos.y;
    	var size = context.size;
    	return x >= 0 && x < size.x && y >= 0 && y < size.y;
    }
    

    生成路径

    void SetResult(Node node)
    {
    	Queue<Node> q = new Queue<Node>();
    	while(node.hasPrePos)
    	{
    		q.Enqueue(node);
    		node = context.nodes[node.prePos.x, node.prePos.y];
    	}
    	while(q.Count > 0)
    	{
    		context.result.Add(q.Dequeue().pos);
    	}
    }
    

    完整代码

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public struct Vec2
    {
        public int x;
        public int y;
    
        public Vec2(int x, int y)
        {
            this.x = x;
            this.y = y;
        }
    
        public static Vec2 Zero
        {
            get
            {
                return new Vec2(0, 0);
            }
        }
    
        public override bool Equals(object obj)
        {
            if (!(obj is Vec2))
                return false;
    
            var o = (Vec2)obj;
            return x == o.x && y == o.y;
        }
    
        public override int GetHashCode()
        {
            return x.GetHashCode() + y.GetHashCode();
        }
    
        public static Vec2 operator +(Vec2 a, Vec2 b)
        {
            return new Vec2(a.x + b.x, a.y + b.y);
        }
    
        public static Vec2 operator *(Vec2 a, int n)
        {
            return new Vec2(a.x * n, a.y * n);
        }
    
        public static Vec2 operator *(int n, Vec2 a)
        {
            return new Vec2(a.x * n, a.y * n);
        }
    
        public static bool operator ==(Vec2 a, Vec2 b)
        {
            return a.x == b.x && a.y == b.y;
        }
    
        public static bool operator !=(Vec2 a, Vec2 b)
        {
            return !(a.x == b.x && a.y == b.y);
        }
    }
    
    public enum EDir
    {
        Up = 0,
        Down = 1,
        Left = 2,
        Right = 3,
        UpLeft = 4,
        UpRight = 5,
        DownLeft = 6,
        DownRight = 7,
    }
    
    public class AstarFindPath
    {
        public class Node
        {
            public int id;
            public Vec2 pos;
            public float g;
            public float h;
            public float f;
            public Vec2 prePos;
            public bool hasPrePos;
    
            public Node(Vec2 pos)
            {
                this.pos = pos;
            }
    
            public void SetPrePos(Vec2 pos)
            {
                prePos = pos;
                hasPrePos = true;
            }
        }
    
        public abstract class EvaPol
        {
            abstract public float Calc(Vec2 a, Vec2 b);
        }
    
        public class MANEvaPol : EvaPol
        {
            override public float Calc(Vec2 a, Vec2 b)
            {
                return Mathf.Abs(a.x - b.x) + Mathf.Abs(a.y - b.y);
            }
        }
    
        public abstract class CheckDirPol
        {
            abstract public Dictionary<EDir, Vec2> GetDir();
        }
    
        public class CheckDir4Pol : CheckDirPol
        {
            private Dictionary<EDir, Vec2> dirDict = new Dictionary<EDir, Vec2>
            {
                {EDir.Up, new Vec2(0, 1) },
                {EDir.Down, new Vec2(0, -1) },
                {EDir.Left, new Vec2(-1, 0) },
                {EDir.Right, new Vec2(1, 0) },
            };
            override public Dictionary<EDir, Vec2> GetDir()
            {
                return dirDict;
            }
        }
    
        public class CheckDir8Pol : CheckDirPol
        {
            private Dictionary<EDir, Vec2> dirDict = new Dictionary<EDir, Vec2>
            {
                {EDir.Up, new Vec2(0, 1) },
                {EDir.Down, new Vec2(0, -1) },
                {EDir.Left, new Vec2(-1, 0) },
                {EDir.Right, new Vec2(1, 0) },
                {EDir.UpLeft, new Vec2(-1, 1) },
                {EDir.UpRight, new Vec2(1, 1) },
                {EDir.DownLeft, new Vec2(-1, -1) },
                {EDir.DownRight, new Vec2(1, -1) },
    
            };
            override public Dictionary<EDir, Vec2> GetDir()
            {
                return dirDict;
            }
        }
    
        public struct Context
        {
            public Vec2 end;
            public Vec2 start;
            public Node[,] nodes;
            public List<Node> open;
            public List<Node> close;
            public int[,] map;
            public List<Vec2> result;
            public Vec2 size;
        }
    
        Context context;
        EvaPol disPol;
        CheckDirPol checkDirPol;
    
        public void Init(Vec2 start, Vec2 end, int[,] map)
        {
            var x = map.GetLength(0);
            var y = map.GetLength(1);
            context = new Context()
            {
                start = start,
                end = end,
                open = new List<Node>(),
                close = new List<Node>(),
                map = map,
                result = new List<Vec2>(),
                size = new Vec2(x, y),
            };
            
            context.nodes = new Node[x, y];
            for (int i = 0; i < x; i++)
                for (int j = 0; j < x; j++)
                    context.nodes[i, j] = new Node(new Vec2(i, j));
    
            disPol = new MANEvaPol();
            //checkDirPol = new CheckDir4Pol();
            checkDirPol = new CheckDir8Pol();
        }
    
        public void FindPath()
        {
            var s = context.start;
            var sn = context.nodes[s.x, s.y];
            sn.g = 0;
            sn.h = disPol.Calc(s, context.end);
            sn.f = sn.g + sn.h;
            context.open.Add(sn);
            
            FindArrangement(sn);
        }
    
        public List<Vec2> GetResult()
        {
            return context.result;
        }
    
        void FindArrangement(Node node)
        {
            context.close.Add(node);
            context.open.Remove(node);
    
            if (node.pos == context.end)
            {
                SetResult(node);
                return;
            }
    
            CheckRound(node);
            if (context.open.Count == 0)
                return;
    
            Node next = context.open[0];
            for (int i = 1; i < context.open.Count; i++)
                if (context.open[i].f < next.f)
                    next = context.open[i];
            
            FindArrangement(next);
        }
    
        void SetResult(Node node)
        {
            Queue<Node> q = new Queue<Node>();
            while(node.hasPrePos)
            {
                q.Enqueue(node);
                node = context.nodes[node.prePos.x, node.prePos.y];
            }
            while(q.Count > 0)
            {
                context.result.Add(q.Dequeue().pos);
            }
        }
    
        void CheckRound(Node node)
        {
            var dirDict = checkDirPol.GetDir();
            foreach (var pair in dirDict)
            {
                var dir = node.pos + pair.Value;
    
                if (IsBlock(dir))
                    continue;
                var dn = context.nodes[dir.x, dir.y];
    
                if (context.close.Contains(dn))
                    continue;
    
                if (context.open.Contains(dn))
                    TryOverridePath(node, dn);
                else
                {
                    dn.g = disPol.Calc(dn.pos, context.start);
                    dn.h = disPol.Calc(dn.pos, context.end);
                    dn.f = dn.g + dn.h;
                    dn.SetPrePos(node.pos);
                    context.open.Add(dn);
                }
            }
        }
    
        void TryOverridePath(Node a, Node b)
        {
            var g = a.g + disPol.Calc(a.pos, b.pos);
            if (g < b.g)
            {
                b.g = g;
                b.SetPrePos(a.pos);
            }
        }
    
        bool IsBlock(Vec2 pos)
        {
            return !InMap(pos) || context.map[pos.x, pos.y] == 1;
        }
    
        bool InMap(Vec2 pos)
        {
            var x = pos.x;
            var y = pos.y;
            var size = context.size;
            return x >= 0 && x < size.x && y >= 0 && y < size.y;
        }
    }

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