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发表于 2014-9-10 12:18:43
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本帖最后由 jiahui5592986 于 2014-9-10 12:21 编辑
- #==============================================================================
- # ■ Find_Path
- #------------------------------------------------------------------------------
- # 寻路算法--完整鼠标系统(八方向)专用版
- # By whbm
- #==============================================================================
- class Find_Path
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- def initialize
- @open_list = []
- @close_lise = []
- @path = []
- end
- #--------------------------------------------------------------------------
- # ● 开始判定通行
- #--------------------------------------------------------------------------
- def fp_passable?(x, y, d, tr_x = -2, tr_y = -2)
- return false if (tr_x == @unable_xa or tr_x == @unable_xb or tr_y == @unable_ya or tr_y == @unable_yb)
- if [2, 4, 6, 8].include?(d)
- if $game_player.passable?(x, y, d)
- return true
- else
- return false
- end
- else
- case d
- when 1
- if ($game_player.passable?(x, y, 4) and
- $game_player.passable?(x - 1, y, 2)) or
- ($game_player.passable?(x, y, 2) and
- $game_player.passable?(x, y + 1, 4))
- return true
- else
- return false
- end
- when 3
- if ($game_player.passable?(x, y, 6) and
- $game_player.passable?(x + 1, y, 2)) or
- ($game_player.passable?(x, y, 2) and
- $game_player.passable?(x, y + 1, 6))
- return true
- else
- return false
- end
- when 7
- if ($game_player.passable?(x, y, 4) and
- $game_player.passable?(x - 1, y, 8)) or
- ($game_player.passable?(x, y, 8) and
- $game_player.passable?(x, y - 1, 4))
- return true
- else
- return false
- end
- when 9
- if ($game_player.passable?(x, y, 6) and
- $game_player.passable?(x + 1, y, 8)) or
- ($game_player.passable?(x, y, 8) and
- $game_player.passable?(x, y - 1, 6))
- return true
- else
- return false
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 开始计算G值
- #--------------------------------------------------------------------------
- def get_g(now_point)
- d = now_point[2]
- return 0 if d == 5
- father_point = get_father_point(now_point)
- g = father_point[3] + ((d == 1 or d == 3 or d == 7 or d == 9) ? 14 : 10)
- return g
- end
- #--------------------------------------------------------------------------
- # ● 开始计算H值
- #--------------------------------------------------------------------------
- def get_h(now_point)
- now_x = now_point[0]
- now_y = now_point[1]
- h = (@trg_x - now_x).abs + (@trg_y - now_y).abs
- return h * 10
- end
- #--------------------------------------------------------------------------
- # ● 开始计算F值
- #--------------------------------------------------------------------------
- def get_f(now_point)
- f = now_point[3] + now_point[4]
- return f
- end
- #--------------------------------------------------------------------------
- # ● 取已知坐标点
- #--------------------------------------------------------------------------
- def get_point(x, y)
- if @open_list.size != 0
- @open_list.each do |point|
- if point[0] == x and point[1] == y
- return point
- break
- end
- end
- end
- if @close_list.size != 0
- @close_list.each do |point|
- if point[0] == x and point[1] == y
- return point
- break
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 取已知点的父节点
- #--------------------------------------------------------------------------
- def get_father_point(now_point)
- d = now_point[2]
- return now_point if d == 5
- x = now_point[0] + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0))
- y = now_point[1] + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0))
- return get_point(x, y)
- end
- #--------------------------------------------------------------------------
- # ● 开始建立新节点
- #--------------------------------------------------------------------------
- def new_point(x, y, d)
- point = [x, y, d]
- point.push get_g(point)
- point.push get_h(point)
- point.push get_f(point)
- return point
- end
- #--------------------------------------------------------------------------
- # ● 取得角色方向
- #--------------------------------------------------------------------------
- def get_direction(self_x, self_y, trg_x, trg_y)
- if trg_x > self_x
- if trg_y - self_y > - 0.4 * ( trg_x - self_x ) and trg_y - self_y < 0.4 * ( trg_x - self_x )
- return 6
- end
- if trg_y - self_y > 0.4 * ( trg_x - self_x ) and trg_y - self_y < 2.4 * ( trg_x - self_x )
- return 3
- end
- if trg_y - self_y < - 0.4 * ( trg_x - self_x ) and trg_y - self_y > - 2.4 * ( trg_x - self_x )
- return 9
- end
- if trg_y - self_y > 2.4 * ( trg_x - self_x )
- return 2
- end
- if trg_y - self_y < - 2.4 * ( trg_x - self_x )
- return 8
- end
- end
- if trg_x < self_x
- if trg_y - self_y > - 0.4 * ( self_x - trg_x ) and trg_y - self_y < 0.4 * ( self_x - trg_x )
- return 4
- end
- if trg_y - self_y > 0.4 * ( self_x - trg_x ) and trg_y - self_y < 2.4 * ( self_x - trg_x )
- return 1
- end
- if trg_y - self_y < - 0.4 * ( self_x - trg_x ) and trg_y - self_y > - 2.4 * ( self_x - trg_x )
- return 7
- end
- if trg_y - self_y > 2.4 * ( self_x - trg_x )
- return 2
- end
- if trg_y - self_y < - 2.4 * ( self_x - trg_x )
- return 8
- end
- end
- end
- #--------------------------------------------------------------------------
- # ●
- #--------------------------------------------------------------------------
- def get_d_x_y(x, y, d)
- d_x = x + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0))
- d_y = y + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0))
- return d_x, d_y
- end
- #--------------------------------------------------------------------------
- # ●
- #--------------------------------------------------------------------------
- def find_short_path_other(self_x, self_y, trg_x, trg_y, real_self_x, real_self_y, real_trg_x, real_trg_y)
- @self_x = self_x
- @self_y = self_y
- @now_x = self_x
- @now_y = self_y
- @trg_x = trg_x
- @trg_y = trg_y
- @path = []
- direction = get_direction(real_self_x, real_self_y, real_trg_x, real_trg_y)
- @now_trg_x, @now_trg_y = get_d_x_y(@self_x, @self_y, direction)
- while fp_passable?(@now_x, @now_y, direction)
- @path.push direction
- @now_x = @now_trg_x
- @now_y = @now_trg_y
- @now_trg_x, @now_trg_y = get_d_x_y(@now_x, @now_y, direction)
- end
- return @path
- end
- #--------------------------------------------------------------------------
- # ● 开始搜索路径
- # self_x :角色 X 坐标 (理论坐标)
- # self_y :角色 Y 坐标 (理论坐标)
- # trg_x :目标 X 坐标 (理论坐标)
- # trg_y :目标 X 坐标 (理论坐标)
- # real_self_x :角色在画面 X 坐标
- # real_self_y :角色在画面 Y 坐标
- # real_trg_x :鼠标在画面 X 坐标
- # real_trg_y :鼠标在画面 Y 坐标
- #--------------------------------------------------------------------------
- def find_short_path(self_x, self_y, trg_x, trg_y, real_self_x, real_self_y, real_trg_x, real_trg_y)
- return find_short_path_other(self_x, self_y, trg_x, trg_y, real_self_x, real_self_y, real_trg_x, real_trg_y) if not
- (fp_passable?(trg_x, trg_y + 1, 8) or fp_passable?(trg_x + 1, trg_y, 4) or fp_passable?(trg_x - 1, trg_y, 6) or
- fp_passable?(trg_x, trg_y - 1, 2)) and @goal_type != 1
- #根据屏幕限定搜索面积..加速
- @unable_xa = $game_map.display_x / 128 - 1
- @unable_ya = $game_map.display_y / 128 - 1
- @unable_xb = $game_map.display_x / 128 + 20
- @unable_yb = $game_map.display_y / 128 + 20
- @self_x = self_x
- @self_y = self_y
- @now_x = self_x
- @now_y = self_y
- @trg_x = trg_x
- @trg_y = trg_y
- @open_list = []
- @close_list = []
- #准备搜索
- @now_point = new_point(@self_x, @self_y, 5) # 令起始点为当前点
- @open_list.push @now_point # 将当前点加入关闭列表
- #开始搜索
- begin
- loop do
- check_trg = check_around_point(@now_point)
- if check_trg == true
- @path = get_path
- break
- end
- @now_point = get_lowest_f_point
- if @now_point == [] or @now_point == nil
- @path = []
- break
- end
- end
- rescue Hangup
- retry
- end
- return @path
- end
- #--------------------------------------------------------------------------
- # ● 寻找角色的最短路径
- #--------------------------------------------------------------------------
- def find_player_short_path(trg_x, trg_y, real_trg_x, real_trg_y)
- self_x = $game_player.x
- self_y = $game_player.y
- real_self_x = $game_player.screen_x
- real_self_y = $game_player.screen_y
- return find_short_path(self_x, self_y, trg_x, trg_y, real_self_x, real_self_y, real_trg_x, real_trg_y)
- end
- #--------------------------------------------------------------------------
- # ● 取得最终的路径
- #--------------------------------------------------------------------------
- def get_path
- path = []
- now_point = @open_list[@open_list.size - 1]
- path.push(10 - now_point[2])
- last_point = now_point
- loop do
- now_point = get_father_point(now_point)
- break if now_point[2] == 5
- path.push(10 - now_point[2])
- end
- return path.reverse
- end
- #--------------------------------------------------------------------------
- # ● 开始取得最低F值的点
- #--------------------------------------------------------------------------
- def get_lowest_f_point
- if @open_list == []
- return []
- end
- last_lowest_f_point = @open_list[0]
- @open_list.each do |point|
- last_lowest_f_point = point if point[5] < last_lowest_f_point[5]
- end
- return last_lowest_f_point
- end
- #--------------------------------------------------------------------------
- # ● 开始检查已知点的八方节点
- #--------------------------------------------------------------------------
- def check_around_point(point)
- for d in [1, 2, 3, 4, 6, 7, 8, 9]
- x = point[0] + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0))
- y = point[1] + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0))
- if in_close_list?(x, y) #在关闭列表中
- next
- elsif in_open_list?(x, y) #在开启列表中
- get_new_g_point = new_point(x, y, 10 - d)
- get_last_g_point = get_point(x, y)
- if get_new_g_point[3] >= get_last_g_point[3]
- next
- else
- #如果改变父节点是新G值更小则确定改变
- @open_list[@open_list.index(get_last_g_point)] = get_new_g_point
- end
- else
- if fp_passable?(point[0], point[1], d, x, y)
- # 如果不在开启列表中、且不在关闭列表中、且通行则添加它到新八周节点
- @open_list.push new_point(x, y, 10 - d)
- #如果将目标点添加到了开启列表中就返回true
- return true if x == @trg_x and y == @trg_y
- return true if @goal_type == 1 and [1, 0, -1].include?(x - @trg_x) and [1, 0, -1].include?(y - @trg_y)
- end
- end
- end
- #此刻没有找到目标点并将当前点加入关闭列表并在开启列表中删除
- @close_list.push point
- @open_list.delete(point)
- #此刻没找到目标点并返回false
- return false
- end
- #--------------------------------------------------------------------------
- # ● 开始检查谋点是否在开启列表中
- #--------------------------------------------------------------------------
- def in_open_list?(x, y)
- @open_list.each do |point|
- return true if point[0] == x and point[1] == y
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 开始检查谋点是否在关闭列表中
- #--------------------------------------------------------------------------
- def in_close_list?(x, y)
- @close_list.each do |point|
- return true if point[0] == x and point[1] == y
- end
- return false
- end
- end
-
复制代码 @myownroc |
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