general documentation improvements

This commit is contained in:
Xevion
2020-11-25 21:18:14 -06:00
parent 528bf8e90e
commit d841b8760b
8 changed files with 962 additions and 41 deletions

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View File

@@ -3,12 +3,12 @@ using UnityEngine;
namespace Algorithms {
public class AStar : IPathfinding {
public NodeGrid NodeGrid { get; private set; }
public NodeGrid NodeGrid { get; }
private Stack<Node> _path;
private List<Node> _openList;
private List<Node> _closedList;
public ChangeController ChangeController { get; private set; }
public ChangeController ChangeController { get; }
public Vector2Int Start { get; private set; }
public Vector2Int End { get; private set; }
@@ -39,18 +39,22 @@ namespace Algorithms {
_openList.Add(startNode);
while (_openList.Count != 0) {
// take the first node out (lowest F score)
current = _openList[0];
_openList.RemoveAt(0);
// add it to closed list & mark
current.State = NodeState.Closed;
ChangeController.AddChange(new Change(
current.Position.x, current.Position.y,
GridNodeType.Expanded, GridNodeType.Seen));
_closedList.Add(current);
// exit if this is the end node
if (current.Position == endNode.Position)
break;
// look at all adjacent nodes and add them to the open list if possible
Node[] adjacentNodes = this.NodeGrid.GetAdjacentNodesArray(current);
for (int i = 0; i < adjacentNodes.Length; i++) {
Node node = adjacentNodes[i];
@@ -60,6 +64,7 @@ namespace Algorithms {
node.DistanceToTarget = NodeGrid.Manhattan(node, endNode);
node.Cost = node.Weight + node.Parent.Cost;
// mark as open
node.State = NodeState.Open;
ChangeController.AddChange(new Change(node.Position.x, node.Position.y, GridNodeType.Seen,
GridNodeType.Empty));
@@ -95,6 +100,8 @@ namespace Algorithms {
/// <summary>
/// Attempts to clean the NodeGrid of all edits made to heuristic values and such, fast.
/// This is done by clearing the open and closed list, and for each node, resetting them (clearing heuristic
/// values and setting state back to it's default).
/// </summary>
public void Cleanup() {
while (_openList.Count > 0) {

View File

@@ -37,8 +37,15 @@ namespace Algorithms {
Width = this.Grid.GetLength(1);
}
/// <summary>
/// Returns adjacent Node objects in each of the cardinal directions.
/// Only valid nodes will be included. Invalid positions will return 0 nodes.
/// </summary>
/// <param name="node">The node from which adjacents will be found.</param>
/// <returns>A length 4 or less list containing nodes.</returns>
/// <seealso cref="GetAdjacentNodesArray"/>
public List<Node> GetAdjacentNodesList(Node node) {
List<Node> temp = new List<Node>();
List<Node> temp = new List<Node>(4);
int col = node.Position.x;
int row = node.Position.y;
@@ -51,19 +58,29 @@ namespace Algorithms {
return temp;
}
public bool IsValid(Node node) {
return IsValid(node.Position);
}
/// <summary>
/// Returns True if a Vector2Int position is within the grid's boundaries.
/// </summary>
/// <param name="position">A Vector2Int coordinate position.</param>
/// <returns>True if valid and real (a node with the same position exists).</returns>
public bool IsValid(Vector2Int position) {
return position.x >= 0 && position.y >= 0 && position.x < Width && position.y < Height;
}
/// <summary>
/// Returns a 1D Array describing the valid nearby nodes.
/// Invalid nodes will be represented by null.
/// Currently only returns nodes in cardinal directions (no diagonals).
/// Only valid positions within the grid are returned.
/// </summary>
/// <param name="node">A valid position on the grid.</param>
/// <returns>A 4 length array containing valid nodes in each of the cardinal directions.</returns>
/// <seealso cref="GetAdjacentNodesList"/>
public Node[] GetAdjacentNodesArray(Node node) {
int col = node.Position.x;
int row = node.Position.y;
return new [] {
return new[] {
row + 1 < Height ? Grid[col, row + 1] : null,
row - 1 >= 0 ? Grid[col, row - 1] : null,
col - 1 >= 0 ? Grid[col - 1, row] : null,

View File

@@ -1,4 +1,8 @@
public readonly struct Change {
/// <summary>
/// A Change struct represents a Change in the grid's rendering.
/// This struct remembers the original and new GridNodeType, the time it was recorded and of course the relevant position.
/// </summary>
public readonly struct Change {
public readonly int X;
public readonly int Y;
public readonly GridNodeType New;

View File

@@ -9,16 +9,16 @@ public class ChangeController {
private readonly GridNodeType[,] _initial;
public GridNodeType[,] Current { get; private set; }
public bool[,] DirtyFlags { get; private set; }
public int Index { get; private set; }
public int CurrentChangeIndex { get; private set; }
private readonly List<Change> _changes;
public int Count => _changes.Count;
public Change CurrentChange => _changes[Index];
public double CurrentRuntime => _changes[Index].Time - _changes[0].Time;
public Change CurrentChange => _changes[CurrentChangeIndex];
public double CurrentRuntime => _changes[CurrentChangeIndex].Time - _changes[0].Time;
public ChangeController(GridNodeType[,] initial) {
_initial = initial;
Current = initial;
Index = -1;
CurrentChangeIndex = -1;
_changes = new List<Change>();
DirtyFlags = new bool[initial.GetLength(0), initial.GetLength(1)];
SetDirty();
@@ -73,7 +73,7 @@ public class ChangeController {
throw new ArgumentOutOfRangeException(nameof(n));
for (int i = 0; i < n; i++) {
Change cur = _changes[++Index];
Change cur = _changes[++CurrentChangeIndex];
Current[cur.X, cur.Y] = cur.New;
SetDirty(new Vector2Int(cur.X, cur.Y));
}
@@ -88,11 +88,11 @@ public class ChangeController {
if (n < 0)
throw new ArgumentOutOfRangeException(nameof(n));
if (n > 5 && Index - n == 0)
if (n > 5 && CurrentChangeIndex - n == 0)
Reset(); // resetting by copying values instead of mutating might be easier.
else {
for (int i = 0; i < n; i++) {
Change cur = _changes[Index--]; // post decrement as we apply the current Change's old, not the previous
Change cur = _changes[CurrentChangeIndex--]; // post decrement as we apply the current Change's old, not the previous
Current[cur.X, cur.Y] = cur.Old;
SetDirty(new Vector2Int(cur.X, cur.Y));
}
@@ -124,7 +124,7 @@ public class ChangeController {
$"Cannot move to change index {index}. Only indexes from 0 to {_changes.Count - 1} are valid.");
// diff & move to
int diff = index - Index;
int diff = index - CurrentChangeIndex;
if (diff != 0)
// prefer resetting if index is 0 and it needs to move at least some.
if (index == 0 && diff > 5)

View File

@@ -1,7 +1,13 @@
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// A simple custom slider implementation that adds a single boolean field; IsPressed.
/// </summary>
public class CustomSlider: Slider {
/// <summary>
/// Whether or not the Slider is currently being pressed on by the Left Click mouse button.
/// </summary>
public new bool IsPressed { get; private set; }
public override void OnPointerDown(PointerEventData eventData)

View File

@@ -29,6 +29,7 @@ public class GridController : MonoBehaviour {
private void Start() {
_values = new int[width * height];
// TODO: Decide at some point how to improve how the ComputerBuffer's size is allocated.
_buffer = new ComputeBuffer((int) Mathf.Pow(2048, 2), 4);
// Update all Shader properties

View File

@@ -156,6 +156,7 @@ public class UIController : MonoBehaviour {
_animationState = AnimationState.Started;
break;
case AnimationState.Started:
// Restart if already on final frame, else simply pause
if (CurrentIndex >= _state.Count)
_runtime = 0;
else
@@ -170,6 +171,7 @@ public class UIController : MonoBehaviour {
switch (_animationState) {
case AnimationState.Reloading:
// Reloading seizes while the mouse button is depressed
if (!Input.GetMouseButton(0)) {
GeneratePath();
LoadNextState();
@@ -195,6 +197,7 @@ public class UIController : MonoBehaviour {
LoadNextState();
break;
case AnimationState.Stopped:
// Render editable grid when fully stopped
gridController.LoadGridState(_grid.RenderNodeTypes(_start, _end));
break;
case AnimationState.Paused:
@@ -236,7 +239,7 @@ public class UIController : MonoBehaviour {
/// </summary>
/// <returns>A positive non-zero float representing how fast the current frame should be processed.</returns>
private float CurrentMultiplier() {
if (_state.Index == -1)
if (_state.CurrentChangeIndex == -1)
return 1;
switch (_state.CurrentChange.New) {