OldBlueWater/BlueWater/Assets/AstarPathfindingProject/Core/Misc/AutoRepathPolicy.cs

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2023-08-01 06:49:57 +00:00
using UnityEngine;
namespace Pathfinding {
using Pathfinding.Util;
/// <summary>
/// Policy for how often to recalculate an agent's path.
///
/// See: <see cref="AIBase.autoRepath"/>
/// See: <see cref="AILerp.autoRepath"/>
/// </summary>
[System.Serializable]
public class AutoRepathPolicy {
/// <summary>Policy mode for how often to recalculate an agent's path.</summary>
public enum Mode {
/// <summary>
/// Never automatically recalculate the path.
/// Paths can be recalculated manually by for example calling <see cref="IAstarAI.SearchPath"/> or <see cref="IAstarAI.SetPath"/>.
/// This mode is useful if you want full control of when the agent calculates its path.
/// </summary>
Never,
/// <summary>
/// Recalculate the path every <see cref="period"/> seconds.
///
/// This is primarily included for historical reasons, but might be useful if you want the path recalculations to happen at a very predictable rate.
/// In most cases it is recommended to use the Dynamic mode.
/// </summary>
EveryNSeconds,
/// <summary>
/// Recalculate the path at least every <see cref="maximumPeriod"/> seconds but more often if the destination moves a lot.
/// This mode is recommended since it allows the agent to quickly respond to new destinations without using up a lot of CPU power to calculate paths
/// when it doesn't have to.
///
/// More precisely:
/// Let C be a circle centered at the destination for the last calculated path with a radius equal to the distance to that point divided by <see cref="sensitivity"/>.
/// If the new destination is outside that circle the path will be immediately recalculated.
/// Otherwise let F be the 1 - (distance from the circle's center to the new destination divided by the circle's radius).
/// So F will be 1 if the new destination is the same as the old one and 0 if it is at the circle's edge.
/// Recalculate the path if the time since the last path recalculation is greater than <see cref="maximumPeriod"/> multiplied by F.
///
/// Thus if the destination doesn't change the path will be recalculated every <see cref="maximumPeriod"/> seconds.
/// </summary>
Dynamic,
}
/// <summary>
/// Policy to use when recalculating paths.
///
/// See: <see cref="AutoRepathPolicy.Mode"/> for more details.
/// </summary>
public Mode mode = Mode.Dynamic;
/// <summary>Number of seconds between each automatic path recalculation for Mode.EveryNSeconds</summary>
[UnityEngine.Serialization.FormerlySerializedAs("interval")]
public float period = 0.5f;
/// <summary>
/// How sensitive the agent should be to changes in its destination for Mode.Dynamic.
/// A higher value means the destination has to move less for the path to be recalculated.
///
/// See: <see cref="Mode"/>
/// </summary>
public float sensitivity = 10.0f;
/// <summary>Maximum number of seconds between each automatic path recalculation for Mode.Dynamic</summary>
[UnityEngine.Serialization.FormerlySerializedAs("maximumInterval")]
public float maximumPeriod = 2.0f;
/// <summary>If true the sensitivity will be visualized as a circle in the scene view when the game is playing</summary>
public bool visualizeSensitivity = false;
Vector3 lastDestination = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
float lastRepathTime = float.NegativeInfinity;
/// <summary>
/// True if the path should be recalculated according to the policy
///
/// The above parameters are relevant only if <see cref="mode"/> is <see cref="Mode.Dynamic"/>.
/// </summary>
/// <param name="position">The current position of the agent.</param>
/// <param name="radius">The radius of the agent. You may pass 0.0 if the agent doesn't have a radius.</param>
/// <param name="destination">The goal of the agent right now</param>
public virtual bool ShouldRecalculatePath (Vector3 position, float radius, Vector3 destination) {
if (mode == Mode.Never || float.IsPositiveInfinity(destination.x)) return false;
float timeSinceLast = Time.time - lastRepathTime;
if (mode == Mode.EveryNSeconds) {
return timeSinceLast >= period;
} else {
// cost = change in destination / max(distance to destination, radius)
float squaredCost = (destination - lastDestination).sqrMagnitude / Mathf.Max((position - lastDestination).sqrMagnitude, radius*radius);
float fraction = squaredCost * (sensitivity*sensitivity);
if (fraction > 1.0f || float.IsNaN(fraction)) return true;
if (timeSinceLast >= maximumPeriod*(1 - Mathf.Sqrt(fraction))) return true;
return false;
}
}
/// <summary>Reset the runtime variables so that the policy behaves as if the game just started</summary>
public virtual void Reset () {
lastRepathTime = float.NegativeInfinity;
}
/// <summary>Must be called when a path request has been scheduled</summary>
public virtual void DidRecalculatePath (Vector3 destination) {
lastRepathTime = Time.time;
lastDestination = destination;
}
public void DrawGizmos (Vector3 position, float radius) {
if (visualizeSensitivity && !float.IsPositiveInfinity(lastDestination.x)) {
float r = Mathf.Sqrt(Mathf.Max((position - lastDestination).sqrMagnitude, radius*radius)/(sensitivity*sensitivity));
Draw.Gizmos.CircleXZ(lastDestination, r, Color.magenta);
}
}
}
}