Exemplo n.º 1
0
        internal static Queue <DungeonNode> GetWeightedNearestMinimapVisitedRoute()
        {
            Stopwatch timer = new Stopwatch();

            timer.Start();
            Vector3 myPosition = ZetaDia.Me.Position;

            Queue <DungeonNode>        route         = new Queue <DungeonNode>();
            List <WeightedDungeonNode> weightedNodes = new List <WeightedDungeonNode>();

            // We want to give a high weight to nodes which have Explored nodes near it
            // A maximum weight will be given to an unexplored node with 4 directly connected explored (facing) nodes, and 4 corner-connected nodes
            // This is theoretically possible if we are standing IN this maximum-weighted unexplored node
            // Typically a node will have 1 or more directly connected nodes and 0 or more corner-connected nodes

            foreach (var unWeightedNode in UnVisitedNodes)
            {
                var weightedNode = new WeightedDungeonNode(unWeightedNode.WorldTopLeft, unWeightedNode.WorldBottomRight)
                {
                    Weight = 0
                };

                // Number of visited nodes connected to this unvisited node will give higher weight
                int numNodesConnected = VisitedNodes.Count(node => node.GridCenter.DistanceSqr(weightedNode.GridCenter) <= (MaxCornerDistance * MaxCornerDistance));
                weightedNode.Weight = numNodesConnected / MaxConnectedNodes;
                weightedNodes.Add(weightedNode);
            }

            foreach (var node in weightedNodes.OrderByDescending(n => (1 / n.NavigableCenter.Distance(myPosition)) * n.Weight))
            {
                if (SetNodesExploredAutomatically && ZetaDia.Minimap.IsExplored(node.NavigableCenter, ZetaDia.CurrentWorldDynamicId))
                {
                    continue;
                }

                route.Enqueue(node);
            }

            Logger.Log("Generated new Weighted Nearest Minimap Visited Route with {0} nodes in {1}ms", route.Count, timer.ElapsedMilliseconds);
            return(route);
        }
Exemplo n.º 2
0
        internal static Queue<DungeonNode> GetWeightedNearestMinimapVisitedRoute()
        {
            Stopwatch timer = new Stopwatch();
            timer.Start();
            Vector3 myPosition = ZetaDia.Me.Position;

            Queue<DungeonNode> route = new Queue<DungeonNode>();
            List<WeightedDungeonNode> weightedNodes = new List<WeightedDungeonNode>();

            // We want to give a high weight to nodes which have Explored nodes near it
            // A maximum weight will be given to an unexplored node with 4 directly connected explored (facing) nodes, and 4 corner-connected nodes
            // This is theoretically possible if we are standing IN this maximum-weighted unexplored node
            // Typically a node will have 1 or more directly connected nodes and 0 or more corner-connected nodes

            foreach (var unWeightedNode in UnVisitedNodes)
            {
                var weightedNode = new WeightedDungeonNode(unWeightedNode.WorldTopLeft, unWeightedNode.WorldBottomRight) { Weight = 0 };

                // Number of visited nodes connected to this unvisited node will give higher weight
                int numNodesConnected = VisitedNodes.Count(node => node.GridCenter.DistanceSqr(weightedNode.GridCenter) <= (MaxCornerDistance * MaxCornerDistance));
                weightedNode.Weight = numNodesConnected / MaxConnectedNodes;
                weightedNodes.Add(weightedNode);
            }

            foreach (var node in weightedNodes.OrderByDescending(n => (1 / n.NavigableCenter.Distance(myPosition)) * n.Weight))
            {
                if (SetNodesExploredAutomatically && ZetaDia.Minimap.IsExplored(node.NavigableCenter, ZetaDia.CurrentWorldDynamicId))
                    continue;

                route.Enqueue(node);
            }

            Logger.Log("Generated new Weighted Nearest Minimap Visited Route with {0} nodes in {1}ms", route.Count, timer.ElapsedMilliseconds);
            return route;
        }