using UnityEngine;
namespace Pathfinding {
using Pathfinding.Util;
///
/// Policy for how often to recalculate an agent's path.
///
/// See: \reflink{AIBase.autoRepath}
/// See: \reflink{AILerp.autoRepath}
///
[System.Serializable]
public class AutoRepathPolicy {
/// Policy mode for how often to recalculate an agent's path.
public enum Mode {
///
/// Never automatically recalculate the path.
/// Paths can be recalculated manually by for example calling \reflink{IAstarAI.SearchPath} or \reflink{IAstarAI.SetPath}.
/// This mode is useful if you want full control of when the agent calculates its path.
///
Never,
/// Recalculate the path every \reflink{interval} seconds
EveryNSeconds,
///
/// Recalculate the path at least every \reflink{maximumInterval} seconds but more often if the destination moves a lot.
/// This mode is recommended since it allows the agent to quickly respond to new destinations without using up a lot of CPU power to calculate paths
/// when it doesn't have to.
///
/// More precisely:\n
/// Let C be a circle centered at the destination for the last calculated path with a radius equal to the distance to that point divided by \reflink{sensitivity}.\n
/// If the new destination is outside that circle the path will be immediately recalculated.\n
/// Otherwise let F be the 1 - (distance from the circle's center to the new destination divided by the circle's radius).\n
/// So F will be 1 if the new destination is the same as the old one and 0 if it is at the circle's edge.\n
/// Recalculate the path if the time since the last path recalculation is greater than \reflink{maximumInterval} multiplied by F.\n
///
/// Thus if the destination doesn't change the path will be recalculated every \reflink{maximumInterval} seconds.
///
Dynamic,
}
/// Policy to use when recalculating paths
public Mode mode = Mode.Dynamic;
/// Number of seconds between each automatic path recalculation for Mode.EveryNSeconds
public float interval = 0.5f;
///
/// How sensitive the agent should be to changes in its destination for Mode.Dynamic.
/// A higher value means the destination has to move less for the path to be recalculated.
///
/// See: \reflink{Mode}
///
public float sensitivity = 10.0f;
/// Maximum number of seconds between each automatic path recalculation for Mode.Dynamic
public float maximumInterval = 2.0f;
/// If true the sensitivity will be visualized as a circle in the scene view when the game is playing
public bool visualizeSensitivity = false;
Vector3 lastDestination = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
float lastRepathTime = float.NegativeInfinity;
/// True if the path should be recalculated according to the policy
public virtual bool ShouldRecalculatePath (IAstarAI ai) {
if (mode == Mode.Never || float.IsPositiveInfinity(ai.destination.x)) return false;
float timeSinceLast = Time.time - lastRepathTime;
if (mode == Mode.EveryNSeconds) {
return timeSinceLast >= interval;
} else {
// cost = change in destination / max(distance to destination, radius)
float squaredCost = (ai.destination - lastDestination).sqrMagnitude / Mathf.Max((ai.position - lastDestination).sqrMagnitude, ai.radius*ai.radius);
float fraction = squaredCost * (sensitivity*sensitivity);
if (fraction > 1.0f || float.IsNaN(fraction)) return true;
if (timeSinceLast >= maximumInterval*(1 - Mathf.Sqrt(fraction))) return true;
return false;
}
}
/// Reset the runtime variables so that the policy behaves as if the game just started
public virtual void Reset () {
lastRepathTime = float.NegativeInfinity;
}
/// Must be called when a path request has been scheduled
public virtual void DidRecalculatePath (Vector3 destination) {
lastRepathTime = Time.time;
lastDestination = destination;
}
public void DrawGizmos (IAstarAI ai) {
if (visualizeSensitivity && !float.IsPositiveInfinity(lastDestination.x)) {
float r = Mathf.Sqrt(Mathf.Max((ai.position - lastDestination).sqrMagnitude, ai.radius*ai.radius)/(sensitivity*sensitivity));
Draw.Gizmos.CircleXZ(lastDestination, r, Color.magenta);
}
}
}
}