using UnityEngine;
using System.Collections.Generic;
namespace Pathfinding {
using Pathfinding.Util;
///
/// Manager for blocker scripts such as SingleNodeBlocker.
///
/// This is part of the turn based utilities. It can be used for
/// any game, but it is primarily intended for turn based games.
///
/// See: TurnBasedAI
/// See: turnbased (view in online documentation for working links)
///
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_block_manager.php")]
public class BlockManager : VersionedMonoBehaviour {
/// Contains info on which SingleNodeBlocker objects have blocked a particular node
Dictionary > blocked = new Dictionary >();
public enum BlockMode {
/// All blockers except those in the TraversalProvider.selector list will block
AllExceptSelector,
/// Only elements in the TraversalProvider.selector list will block
OnlySelector
}
/// Blocks nodes according to a BlockManager
public class TraversalProvider : ITraversalProvider {
/// Holds information about which nodes are occupied
readonly BlockManager blockManager;
/// Affects which nodes are considered blocked
public BlockMode mode { get; private set; }
///
/// Blockers for this path.
/// The effect depends on .
///
/// Note that having a large selector has a performance cost.
///
/// See: mode
///
readonly List selector;
public TraversalProvider (BlockManager blockManager, BlockMode mode, List selector) {
if (blockManager == null) throw new System.ArgumentNullException("blockManager");
if (selector == null) throw new System.ArgumentNullException("selector");
this.blockManager = blockManager;
this.mode = mode;
this.selector = selector;
}
#region ITraversalProvider implementation
public bool CanTraverse (Path path, GraphNode node) {
// This first IF is the default implementation that is used when no traversal provider is used
if (!node.Walkable || (path.enabledTags >> (int)node.Tag & 0x1) == 0) {
return false;
} else if (mode == BlockMode.OnlySelector) {
return !blockManager.NodeContainsAnyOf(node, selector);
} else {
// assume mode == BlockMode.AllExceptSelector
return !blockManager.NodeContainsAnyExcept(node, selector);
}
}
public uint GetTraversalCost (Path path, GraphNode node) {
// Same as default implementation
return path.GetTagPenalty((int)node.Tag) + node.Penalty;
}
#endregion
}
void Start () {
if (!AstarPath.active)
throw new System.Exception("No AstarPath object in the scene");
}
/// True if the node contains any blocker which is included in the selector list
public bool NodeContainsAnyOf (GraphNode node, List selector) {
List blockersInNode;
if (!blocked.TryGetValue(node, out blockersInNode)) {
return false;
}
for (int i = 0; i < blockersInNode.Count; i++) {
var inNode = blockersInNode[i];
for (int j = 0; j < selector.Count; j++) {
// Need to use ReferenceEquals because this code may be called from a separate thread
// and the equality comparison that Unity provides is not thread safe
if (System.Object.ReferenceEquals(inNode, selector[j])) {
return true;
}
}
}
return false;
}
/// True if the node contains any blocker which is not included in the selector list
public bool NodeContainsAnyExcept (GraphNode node, List selector) {
List blockersInNode;
if (!blocked.TryGetValue(node, out blockersInNode)) {
return false;
}
for (int i = 0; i < blockersInNode.Count; i++) {
var inNode = blockersInNode[i];
bool found = false;
for (int j = 0; j < selector.Count; j++) {
// Need to use ReferenceEquals because this code may be called from a separate thread
// and the equality comparison that Unity provides is not thread safe
if (System.Object.ReferenceEquals(inNode, selector[j])) {
found = true;
break;
}
}
if (!found) return true;
}
return false;
}
///
/// Register blocker as being present at the specified node.
/// Calling this method multiple times will add multiple instances of the blocker to the node.
///
/// Note: The node will not be blocked immediately. Instead the pathfinding
/// threads will be paused and then the update will be applied. It is however
/// guaranteed to be applied before the next path request is started.
///
public void InternalBlock (GraphNode node, SingleNodeBlocker blocker) {
AstarPath.active.AddWorkItem(new AstarWorkItem(() => {
List blockersInNode;
if (!blocked.TryGetValue(node, out blockersInNode)) {
blockersInNode = blocked[node] = ListPool.Claim();
}
blockersInNode.Add(blocker);
}));
}
///
/// Remove blocker from the specified node.
/// Will only remove a single instance, calling this method multiple
/// times will remove multiple instances of the blocker from the node.
///
/// Note: The node will not be unblocked immediately. Instead the pathfinding
/// threads will be paused and then the update will be applied. It is however
/// guaranteed to be applied before the next path request is started.
///
public void InternalUnblock (GraphNode node, SingleNodeBlocker blocker) {
AstarPath.active.AddWorkItem(new AstarWorkItem(() => {
List blockersInNode;
if (blocked.TryGetValue(node, out blockersInNode)) {
blockersInNode.Remove(blocker);
if (blockersInNode.Count == 0) {
blocked.Remove(node);
ListPool.Release(ref blockersInNode);
}
}
}));
}
}
}