AAPathfinding_Nuget_Nomono 1.0.0
dotnet add package AAPathfinding_Nuget_Nomono --version 1.0.0
NuGet\Install-Package AAPathfinding_Nuget_Nomono -Version 1.0.0
<PackageReference Include="AAPathfinding_Nuget_Nomono" Version="1.0.0" />
paket add AAPathfinding_Nuget_Nomono --version 1.0.0
#r "nuget: AAPathfinding_Nuget_Nomono, 1.0.0"
// Install AAPathfinding_Nuget_Nomono as a Cake Addin #addin nuget:?package=AAPathfinding_Nuget_Nomono&version=1.0.0 // Install AAPathfinding_Nuget_Nomono as a Cake Tool #tool nuget:?package=AAPathfinding_Nuget_Nomono&version=1.0.0
Any-Angle Pathfinding
This package is a lightweight any-angle pathfinding algoirthm that depends on SharpMath2. This implementation tends to have faster performance and a simpler implementation compared to Theta* Pathfinding.
This package does not require a graph system and does not give optimal paths, however it seems that for a 2D rts style game this is sufficiently fast and gives sufficiently good paths. Importantly, the difficult of calculating the path does not depend on the map size but rather the complexity of the path produced. This ensures that even when the paths are slow it is intuitive why the paths are slow and thus easier for level designers to avoid pathological cases.
Videos
The following video demonstrates paths from this library. Click for higher quality
Installation
Open either a git for windows terminal (windows)
or the standard terminal (linux, mac). Move into the solution folder (i.e., cd
into the folder containing the .sln folder for the project you want to use this
pathfinder in). Run the following:
mkdir SharpMath2
cd SharpMath2
git init
git remote add origin "git@github.com:Tjstretchalot/SharpMath2.git"
git pull origin master
cd ..
mkdir AnyAnglePathfinding
cd AnyAnglePathfinding
git init
git remote add origin "git@github.com:Tjstretchalot/AnyAnglePathfinding.git"
git pull origin master
Then open up your project, right click the solution, "Add existing project", navigate to the sharpmath2.shproj file and add it. Repeat for the AnyAnglePathfinding package.
Right click "References" inside your main project. Under shared projects (left), check "SharpMath2" and "AnyAnglePathfinding".
Quickstart
var map = new SimpleAAMap<AACollidable>(200, 100);
var entity = new AACollidable()
{
Position = new Vector2(50, 70),
Bounds = ShapeUtils.CreateCircle(radius: 10, segments: 7)
};
map.Register(entity);
var entity2 = new TSCollidable()
{
Position = new Vector2(100, 70),
Bounds = ShapeUtils.CreateCircle(radius: 7, segments: 5)
};
map.Register(entity2);
var excludeIds = new HashSet<int>();
excludeIds.Add(entity.ID);
List<Vector2> path = new AAPathfinder(
map, entity.Bounds, entity.Position,
new Vector2(150, 70), excludeIds, 0
).CalculatePath();
Console.WriteLine($"entity 1 at {entity.Position}");
foreach(var loc in path)
{
Console.WriteLine($"moved entity 1 to {loc}");
}
Usage
You will need a map class that implements AAMap<T>
. This class will need to be
able to trace polygons as they move through your world. In general your
implementation can mirror the SimpleAAMap<T>
class, except you should
incorporate some space partitioning system in order to prevent the n^2 collision
detection costs. Including several SimpleAAMap<T>
which simply ignore the
Width/Height parameter is one ultra-simple approach to do this. Although not
required, leveraging the SharpMath2 raytraceables is a reasonably fast
implementation for doing these traces when combined with a space partitioning
system and will ensure that the map size you choose does not effect performance.
The most direct way to incorporate ThetaStarSharp into an existing project:
- Have your entity class extend (or include)
AACollidable
- Have your map class implement
AAMap<T>
where T is your entity class- If you don't want to worry about space partitioning yet, have it just extend
SimpleAAMap<T>
and useSimpleAAMap<T>.Collidables
as your entity list
- If you don't want to worry about space partitioning yet, have it just extend
- Calculate paths via
new AAPathfinder(map, bounds, start, end, excludeIds, excludeFlags).CalculatePath()
Comparison to other pathfinding algorithms
This is not a grid-based pathfinding algorithm. Furthermore, tracing polygons across arbitrary distances requires polygon collision detection which is not trivial to implement on your own. By incorporating this project you get the flexibility of any-angle pathfinding on a plane in just a few lines of code. Furthermore you no longer have to worry about grid size as a hyperparameter in your pathfinding performance, which improves generalizability.
This package is not suitable if any of the following apply:
- Movement is not identical on a plane (i.e. sidescrollers cannot use this package)
- Your entities can only move in a limited number of directions (i.e. cardinal directions)
- It is more expensive to move over some parts of the map then others, and you want this taken into account during pathfinding
- Optimal pathing is more important than quickly finding paths
- There are relatively few paths that will get you to the destination. In other
words, the world is not relatively open.
- Navigating through a maze will work but is not going to be fast using this algorithm
This package is meant for you (and you should submit issues to address any problems) if:
- Your entities can move in any angle (i.e. an RTS)
- Collidables are relatively sparse
- You prefer human-looking paths to optimal paths
- Paths will tend to have only a few nodes or be impossible
- Some classes of objects do not collide with other classes of objects
- For example, you want to move to attack a building and ignore any enemy that is in the way
- Some paths will not collide with a small set of objects
- For example a door that only one unit can walk through
Flags example
// define your flags by incrementing the number on the right.
// this gives you up to 63 flags. You can use an enum with [Flags]
// which subtypes long as well
long TEAM_1 = 1 << 0; // 2^0
long TEAM_2 = 1 << 1; // 2^1
var entity = new AACollidable()
{
Position = new Vector2(50, 70),
Bounds = ShapeUtils.CreateCircle(radius: 10, segments: 7),
Flags = TEAM_1
};
map.Register(entity);
var entity2 = new AACollidable()
{
Position = new Vector2(100, 70),
Bounds = ShapeUtils.CreateCircle(radius: 7, segments: 5),
FLAGS = TEAM_2
};
map.Register(entity2);
var excludeIds = new HashSet<int>();
excludeIds.Add(entity.ID);
List<Vector2> path = new AAPathfinder(
map, entity.Bounds, entity.Position,
new Vector2(150, 70), excludeIds, TEAM_2 // ignores team 2 (i.e., entity2) -> direct path
).CalculatePath();
Console.WriteLine($"entity 1 at {entity.Position}");
foreach(var loc in path)
{
Console.WriteLine($"moved entity 1 to {loc}");
}
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp2.0 was computed. netcoreapp2.1 was computed. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.0 is compatible. netstandard2.1 was computed. |
.NET Framework | net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen40 was computed. tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
1.0.0 | 946 | 4/14/2019 |