internal static void Reset(int boxSize = 30, float boxTolerance = 0.05f) { GridSegmentation.Reset(boxSize, boxTolerance); switch (RouteMode) { case RouteMode.SceneDirection: case RouteMode.SceneTSP: SceneSegmentation.Reset(); break; } Update(); }
/// <summary> /// Uses Nearest Neighbor Simple TSP /// </summary> /// <returns></returns> internal static Queue <DungeonNode> GetSceneNearestNeighborRoute() { Stopwatch timer = new Stopwatch(); timer.Start(); Vector3 myPosition = ZetaDia.Me.Position; SceneSegmentation.Update(); if (!UnVisitedNodes.Any()) { return(default(Queue <DungeonNode>)); } List <DungeonNode> unsortedNodes = UnVisitedNodes.ToList(); List <DungeonNode> sortedNodes = new List <DungeonNode>(); var nearestNode = unsortedNodes .OrderBy(node => ZetaDia.Minimap.IsExplored(node.NavigableCenter, ZetaDia.Me.WorldDynamicId)) .ThenBy(node => node.NavigableCenter.Distance2DSqr(myPosition)) .First(); sortedNodes.Add(nearestNode); unsortedNodes.Remove(nearestNode); Dictionary <Vector2, bool> nodeExploredMap = unsortedNodes .ToDictionary(node => node.WorldTopLeft, node => ZetaDia.Minimap.IsExplored(node.NavigableCenter, ZetaDia.Me.WorldDynamicId)); // Enqueue closest node while (unsortedNodes.Any()) { var nextNode = unsortedNodes // Minimap Unvisited first .OrderBy(n => nodeExploredMap[n.WorldTopLeft]) .ThenBy(n => n.Center.DistanceSqr(sortedNodes.Last().Center)) .First(); sortedNodes.Add(nextNode); unsortedNodes.Remove(nextNode); } Queue <DungeonNode> route = new Queue <DungeonNode>(sortedNodes); Logger.Log("Generated new Scene Route with {0} nodes in {1}ms", route.Count, timer.ElapsedMilliseconds); return(route); }
internal static void Update() { switch (RouteMode) { case RouteMode.Default: UpdateDungeonExplorer(); break; case RouteMode.SceneTSP: case RouteMode.SceneDirection: SceneSegmentation.Update(); break; default: UpdateGridSegmentation(); break; } _currentRoute = GetRoute(); }