Files
Paths/Paths/Assets/Scripts/Algorithms/NodeGrid.cs

95 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using Random = UnityEngine.Random;
namespace Algorithms {
public class NodeGrid {
private List<List<Node>> grid;
public readonly int Width;
public readonly int Height;
public NodeGrid(int width, int height) {
if (width <= 0)
throw new ArgumentOutOfRangeException(nameof(width),
$"The width of the grid must be a positive non-zero integer.");
if (height <= 0)
throw new ArgumentOutOfRangeException(nameof(height),
$"The height of the grid must be a positive non-zero integer.");
this.grid = new List<List<Node>>(width);
// Fill grid with width*height nodes, zero-indexed
foreach (int x in Enumerable.Range(0, width - 1)) {
List<Node> list = new List<Node>(height);
foreach (int y in Enumerable.Range(0, height))
list.Add(new Node(new Vector2(x, y), true));
this.grid.Add(list);
}
this.Width = width;
this.Height = height;
}
public NodeGrid(List<List<Node>> grid) {
this.grid = grid;
this.Height = this.grid[0].Count;
this.Width = this.grid.Count;
}
public List<Node> GetAdjacentNodes(Node node) {
List<Node> temp = new List<Node>();
int row = (int) node.Position.Y;
int col = (int) node.Position.X;
if (row + 1 < Height) temp.Add(this.grid[col][row + 1]);
if (row - 1 >= 0) temp.Add(this.grid[col][row - 1]);
if (col - 1 >= 0) temp.Add(this.grid[col - 1][row]);
if (col + 1 < Width) temp.Add(this.grid[col + 1][row]);
return temp;
}
public bool IsValid(int x, int y) {
return x > 0 && x < this.Width && y > 0 && y < this.Height;
}
/// <summary>
/// Retrieves a node at a given coordinate.
/// </summary>
/// <param name="x">the X (column) coordinate</param>
/// <param name="y">the Y (row) coordinate</param>
/// <returns>A Node object</returns>
/// <exception cref="ArgumentOutOfRangeException">when the coordinate given does not exist on the grid</exception>
public Node GetNode(int x, int y) {
// if(!IsValid(x, y))
// throw new ArgumentOutOfRangeException();
return this.grid[x][y];
}
public void FlipRandomWall() {
this.grid[Random.Range(0, this.Width - 1)][Random.Range(0, this.Height - 1)].Walkable = false;
}
public static float Manhattan(Node first, Node second) {
return Math.Abs(first.Position.X - second.Position.X) + Math.Abs(first.Position.Y - second.Position.Y);
}
public static float Manhattan(Vector2 algorithmStart, Vector2 algorithmEnd) {
return NodeGrid.Manhattan(new Node(algorithmStart, false), new Node(algorithmEnd, false));
}
/// <summary>
/// Returns a random Vector2 position within the grid.
/// </summary>
/// <returns>a valid Vector2 position within the grid</returns>
public Vector2 RandomPosition() {
return new Vector2(Random.Range(0, Width - 1), Random.Range(0, Height - 1));
}
}
}