A* Pathfinding Project  3.1.4
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RandomPath Class Reference

Finds a path in a random direction from the start node. More...

+ Inheritance diagram for RandomPath:
+ Collaboration diagram for RandomPath:

Public Member Functions

 RandomPath (Vector3 start, int length, OnPathDelegate callback=null)
 
override void CalculateStep (long targetTick)
 Calculates the path until completed or until the time has passed targetTick.
 
override void Initialize ()
 Initializes the path.
 
override void Prepare ()
 Prepares the path.
 
override void Reset ()
 Reset all values to their default values.
 
override void ReturnPath ()
 Calls callback to return the calculated path.
 
- Public Member Functions inherited from ABPath
 ABPath (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 Create a new path with a start and end point.
 
override string DebugString (PathLog logMode)
 Returns a debug string for this path.
 
Vector3 GetMovementVector (Vector3 point)
 Returns in which direction to move from a point on the path.
 
void ResetCosts (Path p)
 Resets End Node Costs.
 
 ABPath ()
 Default constructor.
 
- Public Member Functions inherited from Path
void AdvanceState (PathState s)
 Threadsafe increment of the state.
 
bool CanTraverse (Node node)
 Returns if the node can be traversed.
 
void Claim (System.Object o)
 Claim this path.
 
void Error ()
 Aborts the path because of an error.
 
void ForceLogError (string msg)
 Logs an error and calls Error() to true.
 
PathState GetState ()
 Returns the state of the path in the pathfinding pipeline.
 
uint GetTagPenalty (int tag)
 Returns penalty for the given tag.
 
float GetTotalLength ()
 Total Length of the path.
 
bool IsDone ()
 Returns if this path is done calculating.
 
void Log (string msg)
 Appends a message to the errorLog.
 
void LogError (string msg)
 Appends msg to errorLog and logs msg to the console.
 
virtual void OnEnterPool ()
 Called when the path enters the pool.
 
void PrepareBase (NodeRunData runData)
 Prepares low level path variables for calculation.
 
void Release (System.Object o)
 Releases a path claim.
 
void ReleaseSilent (System.Object o)
 Releases the path silently.
 
virtual void Trace (NodeRun from)
 Traces the calculated path from the end node to the start.
 

Static Public Member Functions

static RandomPath Construct (Vector3 start, int length, OnPathDelegate callback=null)
 
- Static Public Member Functions inherited from ABPath
static ABPath Construct (Vector3 start, Vector3 end, OnPathDelegate callback=null)
 Construct a path with a start and end point.
 

Public Attributes

Vector3 aim
 An aim can be used to guide the pathfinder to not take totally random paths.
 
float aimStrength
 If an aim is set, the higher this value is, the more it will try to reach aim.
 
float replaceChance
 Chance that the currently chosen node for end node is replaced by a later found node (evaluated every time a new node is found).
 
int searchLength
 G score to stop searching at.
 
int spread
 All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point.
 
bool uniform
 
- Public Attributes inherited from ABPath
bool calculatePartial = false
 Calculate partial path if the target node cannot be reached.
 
Node endHint
 Hints can be set to enable faster Get Nearest Node queries.
 
Node endNode
 End node of the path.
 
Vector3 endPoint
 Exact end point of the path.
 
Int3 hTarget
 Target to use for H score calculations.
 
Vector3 originalEndPoint
 End Point exactly as in the path request.
 
Vector3 originalStartPoint
 Start Point exactly as in the path request.
 
bool recalcStartEndCosts = true
 Defines if start and end nodes will have their connection costs recalculated for this path.
 
Node startHint
 Hints can be set to enable faster Get Nearest Node queries.
 
Int3 startIntPoint
 Start point in integer coordinates.
 
Node startNode
 Start node of the path.
 
Vector3 startPoint
 Exact start point of the path.
 
- Public Attributes inherited from Path
OnPathDelegate callback
 Callback to call when the path is complete.
 
System.DateTime callTime
 When the call was made to start the pathfinding for this path.
 
float duration
 The duration of this path in ms.
 
int enabledTags = -1
 Which graph tags are traversable.
 
int height
 Height of the character.
 
Heuristic heuristic
 Determines which heuristic to use.
 
float heuristicScale = 1F
 Scale of the heuristic values.
 
Path next
 The next path to be searched.
 
NNConstraint nnConstraint = PathNNConstraint.Default
 Constraint for how to search for nodes.
 
List< Nodepath
 Holds the path as a Node array.
 
ushort pathID
 ID of this path.
 
int radius
 Radius for the unit searching for the path.
 
bool recycled = false
 True if the path is currently recycled (i.e in the path pool).
 
NodeRunData runData
 
int searchedNodes
 Number of nodes this path has searched.
 
int searchIterations = 0
 
int speed
 Speed of the character.
 
int turnRadius
 Turning radius of the character.
 
List< Vector3 > vectorPath
 Holds the (perhaps post processed) path as a Vector3 array.
 
int walkabilityMask = -1
 A mask for defining what type of ground a unit can traverse, not used in any default standard graph.
 

Protected Member Functions

override void Recycle ()
 Recycle the path.
 
RandomPath Setup (Vector3 start, int length, OnPathDelegate callback)
 
- Protected Member Functions inherited from ABPath
void UpdateStartEnd (Vector3 start, Vector3 end)
 Sets the start and end points.
 
void Setup (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 
- Protected Member Functions inherited from Path
bool HasExceededTime (int searchedNodes, long targetTime)
 

Private Attributes

NodeRun chosenNodeR
 Currently chosen end node.
 
int maxGScore
 The G score of maxGScoreNodeR.
 
NodeRun maxGScoreNodeR
 The node with the highest G score which is still lower than searchLength.
 
System.Random rnd = new System.Random()
 Random class.
 

Additional Inherited Members

- Protected Attributes inherited from ABPath
int[] endNodeCosts
 Saved original costs for the end node.
 
bool hasEndPoint = true
 Determines if a search for an end node should be done.
 
NodeRun partialBestTarget = null
 Current best target for the partial path.
 
- Properties inherited from Path
PathCompleteState CompleteState [get, set]
 
bool error [get]
 If the path failed, this is true.
 
string errorLog [get]
 Log messages with info about eventual errors.
 
int[] tagPenalties [get, set]
 Penalties for each tag.
 

Detailed Description

Finds a path in a random direction from the start node.

Terminates and returns when G >= length (passed to the constructor) + RandomPath::spread or when there are no more nodes left to search.

//Call a RandomPath call like this, assumes that a Seeker is attached to the GameObject
//The path will be returned when the path is over a specified length (or more accurately has "costed" more than a specific value)
int theGScoreToStopAt = 50;
//Create a path object
RandomPath path = new RandomPath (transform.position, theGScoreToStopAt);
//Get the Seeker component which must be attached to this GameObject
Seeker seeker = GetComponent<Seeker>();
//Start the path and return the result to MyCompleteFunction (which is a function you have to define, the name can of course be changed)
seeker.StartPath (path,MyCompleteFunction);
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Member Function Documentation

override void CalculateStep ( long  targetTick)
virtual

Calculates the path until completed or until the time has passed targetTick.

Usually a check is only done every 500 nodes if the time has passed targetTick. Time/Ticks are got from System.DateTime.UtcNow.Ticks.

Basic outline of what the function does for the standard path (Pathfinding.ABPath).

while the end has not been found and no error has ocurred
check if we have reached the end
if so, exit and return the path
open the current node, i.e loop through its neighbours, mark them as visited and put them on a heap
check if there are still nodes left to process (or have we searched the whole graph)
if there are none, flag error and exit
pop the next node of the heap and set it as current
check if the function has exceeded the time limit
if so, return and wait for the function to get called again

Reimplemented from ABPath.

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override void Initialize ( )
virtual

Initializes the path.

Sets up the open list and adds the first node to it

Reimplemented from ABPath.

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override void Prepare ( )
virtual

Prepares the path.

Searches for start and end nodes and does some simple checking if a path is at all possible

Reimplemented from ABPath.

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override void Recycle ( )
protectedvirtual

Recycle the path.

Calling this means that the path and any variables on it are not needed anymore and the path can be pooled. All path data will be reset. Implement this in inheriting path types to support recycling of paths.

public override void Recycle () {
//Recycle the Path (<Path> should be replaced by the path type it is implemented in)
PathPool<Path>.Recycle (this);
}
Note
Do not call this function directly, instead use the Claim and Release functions.
See Also
Pathfinding.PathPool
Reset
Claim
Release

Reimplemented from ABPath.

override void Reset ( )
virtual

Reset all values to their default values.

All inheriting path types must implement this function, resetting ALL their variables to enable recycling of paths. Call this base function in inheriting types with base.Reset ();

Reimplemented from ABPath.

override void ReturnPath ( )
virtual

Calls callback to return the calculated path.

See Also
callback

Reimplemented from Path.

Member Data Documentation

Vector3 aim

An aim can be used to guide the pathfinder to not take totally random paths.

For example you might want your AI to continue in generally the same direction as before, then you can specify aim to be transform.postion + transform.forward*10 which will make it more often take paths nearer that point

See Also
aimStrength
NodeRun maxGScoreNodeR
private

The node with the highest G score which is still lower than searchLength.

Used as a backup if a node with a G score higher than searchLength could be found

float replaceChance

Chance that the currently chosen node for end node is replaced by a later found node (evaluated every time a new node is found).

The default value of 0.1 usually works good enough.

int searchLength

G score to stop searching at.

The G score is rougly the distance to get from the start node to a node multiplied by 100 (per default, see Pathfinding::Int3::Precision), plus any eventual penalties

int spread

All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point.

On grid graphs a low spread usually works (but keep it higher than nodeSize*100 since that it the default cost of moving between two nodes), on NavMesh graphs I would recommend a higher spread so it can evaluate more nodes


The documentation for this class was generated from the following file: