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我想要到达目标后就不要动,当坐标差<=1时不移动
#==================================================================# # AStar Core v1.01 by 禾西 on 2012.01.02 #------------------------------------------------------------------# # (此算法基于 4 方向) # public methods # * new(Game_Map map) # 生成關聯地圖的 A* 實例 # * set_origin(int ox, int oy) # 設置起始點(超過地圖范圍會引起 Runtime Error ) # * set_target(int tx, int ty) # 設置終止點(超過地圖范圍會引起 Runtime Error ) # * Array do_search(bool print_rst = false) # 進行尋路,返回包含移動信息的數組 # # private methods # * int _f(x, y) # f 值算法 # * print_data # 數據打印算法(此方法僅在 do_search(true) 時被使用) #==================================================================# # #調用方法 # astr = AStar.new($game_map) # astr.set_origin($game_player.x, $game_player.y) # astr.set_target(0, 0) # path = astr.do_search # #==================================================================# class AStar Point = Struct.new(:x, :y) public # ============================================================== # # 初始化數據 # ============================================================== # def initialize(map) @map_width = map.width @map_height = map.height @g_data = Table.new(@map_width, @map_height) @f_data = Table.new(@map_width, @map_height) @p_data = Table.new(@map_width, @map_height) @ox = 0;@oy = 0 @tx = 0;@ty = 0 @openList = [] @g = 0 @search_done = false end # ============================================================== # # 設置 起始點 # ============================================================== # def set_origin(ox, oy) @ox = ox;@oy = oy if is_Overmap(ox, oy) raise RuntimeError, "Origin location is overmap!" end end # ============================================================== # # 設置 目標點 # ============================================================== # def set_target(tx, ty) @tx = tx;@ty = ty if is_Overmap(tx, ty) raise RuntimeError, "Target location is overmap!" end end # ============================================================== # # 開始尋路 # ============================================================== # # 主邏輯 def do_search(print_rst = false) x = @ox;y = @oy @g_data[x, y] = 2;@f_data[x, y] = 1 @openList << [x, y] t0 = Time.now t = 0 begin t += 1 point = @openList.shift return [] if point == nil check_4dir(point[0], point[1]) # ->檢查 4 方向 end until @search_done if @g_data[@tx,@ty] == 1 @tx = point[0];@ty = point[1]; end t1 = Time.now make_path # ->生成路徑 if print_rst print "#{t1 - t0}, #{t}\n" print_data # ->打印數據 end return @path end private # ============================================================== # # 檢查 4 方向 def check_4dir(x, y) @g = @g_data[x, y] + 1 mark_point(x, y - 1, 8) # ->檢查單點 mark_point(x, y + 1, 2) # ->檢查單點 mark_point(x - 1, y, 4) # ->檢查單點 mark_point(x + 1, y, 6) # ->檢查單點 end # ============================================================== # # 檢查單點 def mark_point(x, y, dir) if x == @tx && y == @ty @search_done = true end if is_Overmap(x, y) # ->檢查地圖是否超界 return end if @g_data[x, y] > 1 return end if check_passibility(x, y, dir) # ->檢查通行度 f = _f(x, y) @g_data[x, y] = @g @f_data[x, y] = f point = @openList[0] if point.nil? @openList.push [x, y] elsif (f <= @f_data[point[0], point[1]]) @openList.unshift [x, y] else @openList.push [x, y] end else @g_data[x, y] = 1 @f_data[x, y] = _f(x, y) end end # ============================================================== # # 生成路徑 def make_path x = @tx;y = @ty @path = [] while !(x == @ox && y == @oy) #TODO:有過多障礙時死轉…… @g = @g_data[x, y] @best_f = 0 dir = 0 dir = make_step(x, y - 1, 2)||dir # ->生成單步 dir = make_step(x, y + 1, 8)||dir # ->生成單步 dir = make_step(x - 1, y, 6)||dir # ->生成單步 dir = make_step(x + 1, y, 4)||dir # ->生成單步 @path.unshift(dir) case dir when 2 then y -= 1; when 8 then y += 1; when 6 then x -= 1; when 4 then x += 1; end @p_data[x, y] = 1 end end # ============================================================== # # 生成單步 def make_step(x, y, dir) if @g_data[x, y].nil? || @p_data[x, y] == 1 return nil end if (@g - @g_data[x, y]) == 1 || @g == 1 f = @f_data[x, y] if f > 0 && (@best_f == 0 || f < @best_f) @best_f = f return dir end end return nil end # ============================================================== # # 檢查地圖通行度 def check_passibility(x, y, dir) case dir when 2 then y -= 1; when 8 then y += 1; when 4 then x += 1; when 6 then x -= 1; end return $game_player.passable?(x, y, dir) end # ============================================================== # # 檢查地圖是否超界 def is_Overmap(x, y) return (x|y|(@map_width - x - 1)|(@map_height - y - 1)) < 0 end # ============================================================== # # f 值算法 def _f(x, y) return ((x - @tx).abs + (y - @ty).abs) + @g end # ============================================================== # # 打印數據 def print_data strf = "" strg = "" for y in [email]0...@f_data.ysize[/email] for x in [email]0...@f_data.xsize[/email] if @f_data[x, y] == 0 strf += " " else strf += sprintf("%02d", @f_data[x, y]) end strf += "," if @g_data[x, y] < 2 strg += sprintf("%02d", @g_data[x, y])#" " else strg += sprintf("%02d", @g_data[x, y]) end strg += "," end strf += "\n" strg += "\n" end print "f:\n" print strf + "\n" print "g:\n" print strg + "\n" strp = "" for y in [email]0...@p_data.ysize[/email] for x in [email]0...@p_data.xsize[/email] if @p_data[x, y] == 0 strp += " " else strp += sprintf("%02d", @p_data[x, y]) end strp += "," end strp += "\n" end print "p:\n" print strp print @path end end class Game_Character def move_dr(dr) case dr when 1 move_lower_left when 2 move_down when 3 move_lower_right when 4 move_left when 6 move_right when 7 move_upper_left when 8 move_up when 9 move_upper_right else move_toward_player end end #简化脚本,在事件中需要调用的命令减少,并可在移动规则中自定义。 #使用命令:astarmove(终止ID,出发ID(可不填,不填则默认为该事件)) #id:0为player,其他为事件 def astarmove(to = 0,from = "self") from = @id if from=="self" astr = AStar.new($game_map) from = from==0 ? $game_player : $game_map.events[from] to = to==0 ? $game_player : $game_map.events[to] #p from.id,to.id if from.is_a?(Game_Event) unless from.moving? if from != nil and to != nil astr.set_origin(from.x,from.y) astr.set_target(to.x,to.y) dr = astr.do_search move_dr(dr[0]) end end end end
#==================================================================#
# AStar Core v1.01 by 禾西 on 2012.01.02
#------------------------------------------------------------------#
# (此算法基于 4 方向)
# public methods
# * new(Game_Map map)
# 生成關聯地圖的 A* 實例
# * set_origin(int ox, int oy)
# 設置起始點(超過地圖范圍會引起 Runtime Error )
# * set_target(int tx, int ty)
# 設置終止點(超過地圖范圍會引起 Runtime Error )
# * Array do_search(bool print_rst = false)
# 進行尋路,返回包含移動信息的數組
#
# private methods
# * int _f(x, y)
# f 值算法
# * print_data
# 數據打印算法(此方法僅在 do_search(true) 時被使用)
#==================================================================#
#
#調用方法
# astr = AStar.new($game_map)
# astr.set_origin($game_player.x, $game_player.y)
# astr.set_target(0, 0)
# path = astr.do_search
#
#==================================================================#
class AStar
Point = Struct.new(:x, :y)
public
# ============================================================== #
# 初始化數據
# ============================================================== #
def initialize(map)
@map_width = map.width
@map_height = map.height
@g_data = Table.new(@map_width, @map_height)
@f_data = Table.new(@map_width, @map_height)
@p_data = Table.new(@map_width, @map_height)
@ox = 0;@oy = 0
@tx = 0;@ty = 0
@openList = []
@g = 0
@search_done = false
end
# ============================================================== #
# 設置 起始點
# ============================================================== #
def set_origin(ox, oy)
@ox = ox;@oy = oy
if is_Overmap(ox, oy)
raise RuntimeError, "Origin location is overmap!"
end
end
# ============================================================== #
# 設置 目標點
# ============================================================== #
def set_target(tx, ty)
@tx = tx;@ty = ty
if is_Overmap(tx, ty)
raise RuntimeError, "Target location is overmap!"
end
end
# ============================================================== #
# 開始尋路
# ============================================================== #
# 主邏輯
def do_search(print_rst = false)
x = @ox;y = @oy
@g_data[x, y] = 2;@f_data[x, y] = 1
@openList << [x, y]
t0 = Time.now
t = 0
begin
t += 1
point = @openList.shift
return [] if point == nil
check_4dir(point[0], point[1]) # ->檢查 4 方向
end until @search_done
if @g_data[@tx,@ty] == 1
@tx = point[0];@ty = point[1];
end
t1 = Time.now
make_path # ->生成路徑
if print_rst
print "#{t1 - t0}, #{t}\n"
print_data # ->打印數據
end
return @path
end
private
# ============================================================== #
# 檢查 4 方向
def check_4dir(x, y)
@g = @g_data[x, y] + 1
mark_point(x, y - 1, 8) # ->檢查單點
mark_point(x, y + 1, 2) # ->檢查單點
mark_point(x - 1, y, 4) # ->檢查單點
mark_point(x + 1, y, 6) # ->檢查單點
end
# ============================================================== #
# 檢查單點
def mark_point(x, y, dir)
if x == @tx && y == @ty
@search_done = true
end
if is_Overmap(x, y) # ->檢查地圖是否超界
return
end
if @g_data[x, y] > 1
return
end
if check_passibility(x, y, dir) # ->檢查通行度
f = _f(x, y)
@g_data[x, y] = @g
@f_data[x, y] = f
point = @openList[0]
if point.nil?
@openList.push [x, y]
elsif (f <= @f_data[point[0], point[1]])
@openList.unshift [x, y]
else
@openList.push [x, y]
end
else
@g_data[x, y] = 1
@f_data[x, y] = _f(x, y)
end
end
# ============================================================== #
# 生成路徑
def make_path
x = @tx;y = @ty
@path = []
while !(x == @ox && y == @oy) #TODO:有過多障礙時死轉……
@g = @g_data[x, y]
@best_f = 0
dir = 0
dir = make_step(x, y - 1, 2)||dir # ->生成單步
dir = make_step(x, y + 1, 8)||dir # ->生成單步
dir = make_step(x - 1, y, 6)||dir # ->生成單步
dir = make_step(x + 1, y, 4)||dir # ->生成單步
@path.unshift(dir)
case dir
when 2 then y -= 1;
when 8 then y += 1;
when 6 then x -= 1;
when 4 then x += 1;
end
@p_data[x, y] = 1
end
end
# ============================================================== #
# 生成單步
def make_step(x, y, dir)
if @g_data[x, y].nil? || @p_data[x, y] == 1
return nil
end
if (@g - @g_data[x, y]) == 1 || @g == 1
f = @f_data[x, y]
if f > 0 && (@best_f == 0 || f < @best_f)
@best_f = f
return dir
end
end
return nil
end
# ============================================================== #
# 檢查地圖通行度
def check_passibility(x, y, dir)
case dir
when 2 then y -= 1;
when 8 then y += 1;
when 4 then x += 1;
when 6 then x -= 1;
end
return $game_player.passable?(x, y, dir)
end
# ============================================================== #
# 檢查地圖是否超界
def is_Overmap(x, y)
return (x|y|(@map_width - x - 1)|(@map_height - y - 1)) < 0
end
# ============================================================== #
# f 值算法
def _f(x, y)
return ((x - @tx).abs + (y - @ty).abs) + @g
end
# ============================================================== #
# 打印數據
def print_data
strf = ""
strg = ""
for y in [email]0...@f_data.ysize[/email]
for x in [email]0...@f_data.xsize[/email]
if @f_data[x, y] == 0
strf += " "
else
strf += sprintf("%02d", @f_data[x, y])
end
strf += ","
if @g_data[x, y] < 2
strg += sprintf("%02d", @g_data[x, y])#" "
else
strg += sprintf("%02d", @g_data[x, y])
end
strg += ","
end
strf += "\n"
strg += "\n"
end
print "f:\n"
print strf + "\n"
print "g:\n"
print strg + "\n"
strp = ""
for y in [email]0...@p_data.ysize[/email]
for x in [email]0...@p_data.xsize[/email]
if @p_data[x, y] == 0
strp += " "
else
strp += sprintf("%02d", @p_data[x, y])
end
strp += ","
end
strp += "\n"
end
print "p:\n"
print strp
print @path
end
end
class Game_Character
def move_dr(dr)
case dr
when 1
move_lower_left
when 2
move_down
when 3
move_lower_right
when 4
move_left
when 6
move_right
when 7
move_upper_left
when 8
move_up
when 9
move_upper_right
else
move_toward_player
end
end
#简化脚本,在事件中需要调用的命令减少,并可在移动规则中自定义。
#使用命令:astarmove(终止ID,出发ID(可不填,不填则默认为该事件))
#id:0为player,其他为事件
def astarmove(to = 0,from = "self")
from = @id if from=="self"
astr = AStar.new($game_map)
from = from==0 ? $game_player : $game_map.events[from]
to = to==0 ? $game_player : $game_map.events[to]
#p from.id,to.id if from.is_a?(Game_Event)
unless from.moving?
if from != nil and to != nil
astr.set_origin(from.x,from.y)
astr.set_target(to.x,to.y)
dr = astr.do_search
move_dr(dr[0])
end
end
end
end
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