Ejemplo n.º 1
0
        public void Populate()
        {
            var         vertexToInclude = new List <WarpVertex>();
            List <Warp> warps           = new List <Warp>(this.Location.warps); // Shallow copy to allow adding to list without changing original list

            if (this.Location is Farm)
            {
                var farmBuildings = ((Farm)this.Location).buildings;
                var greenhouse    = Game1.getLocationFromName("Greenhouse");
                var w             = greenhouse.warps[0];
                warps.Add(new Warp(w.TargetX, w.TargetY, "Greenhouse", 0, 0, false));

                foreach (Building building in farmBuildings)
                {
                    var indoors = building.indoors.Value;
                    if (indoors != null && indoors is AnimalHouse)
                    {
                        var doorLoc = new Vector2(building.tileX.Value + building.humanDoor.X, building.tileY.Value + building.humanDoor.Y);

                        // Target location does not matter since an animal house is always at the end of the path
                        var vertexNew = new WarpVertex(this.Location, doorLoc, indoors, new Vector2(0, 0));
                        this.AddVertex(vertexNew);
                    }
                }
            }

            for (int i = 0; i < warps.Count; i++)
            {
                var  warp      = warps.ElementAt(i);
                var  vertexNew = new WarpVertex(this.Location, new Vector2(warp.X, warp.Y), Game1.getLocationFromName(warp.TargetName), new Vector2(warp.TargetX, warp.TargetY));
                bool shouldAdd = true;
                foreach (WarpVertex extWarpIncluded in vertexToInclude)
                {
                    if (vertexNew.TargetLocation == extWarpIncluded.TargetLocation && StardewVertex.Distance(vertexNew, extWarpIncluded) < 5)
                    {
                        shouldAdd = false;
                        break;
                    }
                }

                if (shouldAdd)
                {
                    vertexToInclude.Add(vertexNew);
                    this.AddVertex(vertexToInclude.Last());
                }
            }

            for (int i = 0; i < vertexToInclude.Count; i++)
            {
                var vertex1 = vertexToInclude.ElementAt(i);

                for (int j = 0; j < vertexToInclude.Count; j++)
                {
                    var locTo   = Game1.getLocationFromName(this.Location.warps.ElementAt(j).TargetName);
                    var vertex2 = vertexToInclude.ElementAt(j);
                    var path    = PathFindController.findPath(new Point((int)vertex1.Position.X, (int)vertex1.Position.Y), new Point((int)vertex2.Position.X, (int)vertex2.Position.Y), new PathFindController.isAtEnd(PathFindController.isAtEndPoint), this.Location, Game1.player, 9999);

                    // TODO Use Pathfinder distance
                    double dist;
                    string edgeLabel;
                    if (path != null)
                    {
                        dist = (float)path.Count;

                        // TODO Player can run diagonally. Account for that.
                        edgeLabel = this.Location.Name + " - " + dist + "c";
                    }
                    else
                    {
                        dist      = (int)StardewVertex.Distance(vertex1, vertex2);
                        edgeLabel = this.Location.Name + " - " + dist + "d";
                    }

                    var edge = new StardewEdge(vertex1, vertex2, edgeLabel);
                    this.AddEdge(edge);
                }

                this.AddVertex(vertex1);
            }

            this.AddPlayerVertex(new MovableVertex(this.Location, new Vector2(0, 0)));
            this.AddTargetVertex(new MovableVertex(this.Location, new Vector2(0, 0)));
            this.ConnectPlayerVertex();
        }
Ejemplo n.º 2
0
 public static float Distance(StardewVertex vertex1, StardewVertex vertex2)
 {
     return(Math.Abs(vertex1.Position.X - vertex2.Position.X) + Math.Abs(vertex1.Position.Y - vertex2.Position.Y));
 }