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https://github.com/kuhyx/WUT_Computer_Science.git
synced 2026-07-04 17:43:12 +02:00
fix: even uneven formations
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@ -38,7 +38,7 @@ RenderSettings:
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m_UseRadianceAmbientProbe: 0
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--- !u!157 &3
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LightmapSettings:
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@ -815,6 +890,7 @@ Transform:
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@ -24,7 +24,7 @@ public class Pathfinding : MonoBehaviour
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public bool FindPath(Vector2Int startCoords, Vector2Int endCoords, out List<Vector2Int> path, int maxPathPointDistanceFromStart = int.MaxValue)
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{
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path = new List<Vector2Int>();
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if (TilemapManager.ins.GetTileState(endCoords.x, endCoords.y) == TilemapManager.TileState.outOfBounds)
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if (TilemapManager.GetTileState(endCoords.x, endCoords.y) == TilemapManager.TileState.outOfBounds)
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{
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return false;
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}
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@ -99,7 +99,7 @@ public class Pathfinding : MonoBehaviour
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private int GetTargetCost(int cost, Vector2Int targetCoords)
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{
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TilemapManager.TileState targetState = TilemapManager.ins.GetTileState(targetCoords.x, targetCoords.y);
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TilemapManager.TileState targetState = TilemapManager.GetTileState(targetCoords.x, targetCoords.y);
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if(targetState == TilemapManager.TileState.free)
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{
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return cost + EMPTY_TILE_COST;
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@ -119,7 +119,7 @@ public class Pathfinding : MonoBehaviour
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neighbors.Add(coords + Vector2Int.right);
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foreach(Vector2Int neighbor in neighbors)
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{
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if(TilemapManager.ins.GetTileState(neighbor.x, neighbor.y) != TilemapManager.TileState.outOfBounds)
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if(TilemapManager.GetTileState(neighbor.x, neighbor.y) != TilemapManager.TileState.outOfBounds)
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{
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final.Add(neighbor);
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}
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@ -30,7 +30,7 @@ public class Soldier : Entity
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return; // cannot find path: do nothing (for now)
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}
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Vector2Int movementStepDestination = path[0];
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Vector2Int movementStepDestination = path[path.Count - 1];
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if (!TilemapManager.MoveSoldierS(soldier.tileCoord.x, soldier.tileCoord.y, movementStepDestination.x, movementStepDestination.y))
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@ -17,13 +17,15 @@ public class Formation : MonoBehaviour
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List<Entity> soldiers = new List<Entity>(squad.GetSoldiers());
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Dictionary<Entity, Vector2Int> soldiersNewCoordinates = new Dictionary<Entity, Vector2Int>();
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bool isEven = false;
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int numberOfSoldiers = soldiers.Count;
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for(int i = numberOfSoldiers / 2; i >= 0; i--)
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if(soldiers.Count % 2 == 0)
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{
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isEven = true;
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float shortestDistance = Mathf.Infinity;
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Entity nearestSoldier = null;
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Vector2Int newCoordinates = new Vector2Int(coordinates.x + i, coordinates.y);
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Vector2Int newCoordinates = new Vector2Int(coordinates.x, coordinates.y);
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foreach (Entity Entity in soldiers)
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{
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float distanceToTile = Vector2.Distance(Entity.GetTileCoord(), newCoordinates);
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@ -38,26 +40,68 @@ public class Formation : MonoBehaviour
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soldiersNewCoordinates.Add(nearestSoldier, newCoordinates);
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soldiers.Remove(nearestSoldier);
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}
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shortestDistance = Mathf.Infinity;
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nearestSoldier = null;
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newCoordinates = new Vector2Int(coordinates.x - i, coordinates.y);
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foreach (Entity Entity in soldiers)
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}
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int numberOfSoldiers = soldiers.Count;
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/* numberOfSoldiers = 4
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i = 4 / 2
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i = 2
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soldier.Count = 2
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i = 3
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i = 3 / 2 = 1
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sol
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*/
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if(isEven)
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{
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for(int i = numberOfSoldiers; i >= 0; i-=2)
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{
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float distanceToTile = Vector2.Distance(Entity.GetTileCoord(), newCoordinates);
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if (distanceToTile < shortestDistance)
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{
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shortestDistance = distanceToTile;
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nearestSoldier = Entity;
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}
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soldiersNewCoordinates = CalculateNewCoordinates(soldiersNewCoordinates, soldiers, coordinates, i);
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}
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if (nearestSoldier != null)
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}else{
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for(int i = numberOfSoldiers / 2; i >= 0; i--)
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{
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soldiersNewCoordinates.Add(nearestSoldier, newCoordinates);
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soldiers.Remove(nearestSoldier);
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soldiersNewCoordinates = CalculateNewCoordinates(soldiersNewCoordinates, soldiers, coordinates, i);
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}
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}
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return soldiersNewCoordinates;
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}
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private Dictionary<Entity, Vector2Int> CalculateNewCoordinates(Dictionary<Entity, Vector2Int> soldiersNewCoordinates, List<Entity> soldiers, Vector2Int coordinates, int i)
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{
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float shortestDistance = Mathf.Infinity;
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Entity nearestSoldier = null;
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Vector2Int newCoordinates = new Vector2Int(coordinates.x + i, coordinates.y);
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foreach (Entity Entity in soldiers)
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{
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float distanceToTile = Vector2.Distance(Entity.GetTileCoord(), newCoordinates);
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if (distanceToTile < shortestDistance)
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{
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shortestDistance = distanceToTile;
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nearestSoldier = Entity;
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}
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}
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if (nearestSoldier != null)
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{
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soldiersNewCoordinates.Add(nearestSoldier, newCoordinates);
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soldiers.Remove(nearestSoldier);
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}
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shortestDistance = Mathf.Infinity;
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nearestSoldier = null;
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newCoordinates = new Vector2Int(coordinates.x - i, coordinates.y);
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foreach (Entity Entity in soldiers)
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{
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float distanceToTile = Vector2.Distance(Entity.GetTileCoord(), newCoordinates);
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if (distanceToTile < shortestDistance)
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{
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shortestDistance = distanceToTile;
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nearestSoldier = Entity;
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}
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}
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if (nearestSoldier != null)
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{
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soldiersNewCoordinates.Add(nearestSoldier, newCoordinates);
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soldiers.Remove(nearestSoldier);
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}
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return soldiersNewCoordinates;
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}
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// https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/in-parameter-modifier
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private Vector2Int CalculateSoldierCoordinates(int soldierNumber, in Vector2Int coordinates)
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