Implemented BFS to SearchLocation()
parent
c3c0169ac6
commit
6acfb4ff4e
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@ -97,7 +97,6 @@ namespace stardew_access.Features
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List<Vector2> searched = new List<Vector2>();
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List<Vector2> searched = new List<Vector2>();
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int[] dirX = { -1, 0, 1, 0 };
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int[] dirX = { -1, 0, 1, 0 };
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int[] dirY = { 0, 1, 0, -1 };
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int[] dirY = { 0, 1, 0, -1 };
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int count = 0;
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toSearch.Enqueue(center);
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toSearch.Enqueue(center);
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searched.Add(center);
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searched.Add(center);
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@ -116,7 +115,6 @@ namespace stardew_access.Features
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detectedTiles.Add(item, (tileInfo.Item2, tileInfo.Item3));
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detectedTiles.Add(item, (tileInfo.Item2, tileInfo.Item3));
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}
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}
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}
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}
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count++;
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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@ -134,7 +132,7 @@ namespace stardew_access.Features
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}
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}
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/// <summary>
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/// <summary>
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/// Search the entire location.
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/// Search the entire location using Breadth First Search algorithm(BFS).
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/// </summary>
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/// </summary>
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/// <returns>A dictionary with all the detected tiles along with the name of the object on it and it's category.</returns>
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/// <returns>A dictionary with all the detected tiles along with the name of the object on it and it's category.</returns>
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public Dictionary<Vector2, (string, string)> SearchLocation()
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public Dictionary<Vector2, (string, string)> SearchLocation()
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@ -142,18 +140,37 @@ namespace stardew_access.Features
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Dictionary<Vector2, (string, string)> detectedTiles = new Dictionary<Vector2, (string, string)>();
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Dictionary<Vector2, (string, string)> detectedTiles = new Dictionary<Vector2, (string, string)>();
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Vector2 position = Vector2.Zero;
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Vector2 position = Vector2.Zero;
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(bool, string? name, string category) tileInfo;
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(bool, string? name, string category) tileInfo;
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// FIXME try using BFS
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for (int i = 0; i < Game1.currentLocation.Map.Layers[0].LayerSize.Width; i++)
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Queue<Vector2> toSearch = new Queue<Vector2>();
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List<Vector2> searched = new List<Vector2>();
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int[] dirX = { -1, 0, 1, 0 };
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int[] dirY = { 0, 1, 0, -1 };
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int count = 0;
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toSearch.Enqueue(Game1.player.getTileLocation());
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searched.Add(Game1.player.getTileLocation());
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MainClass.DebugLog(Game1.player.getTileLocation().ToString());
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while (toSearch.Count > 0)
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{
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{
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for (int j = 0; j < Game1.currentLocation.Map.Layers[0].LayerSize.Height; j++)
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Vector2 item = toSearch.Dequeue();
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tileInfo = CheckTile(item, true);
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if (tileInfo.Item1 && tileInfo.name != null)
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{
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{
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position.X = i;
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// Add detected tile to the dictionary
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position.Y = j;
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detectedTiles.Add(item, (tileInfo.name, tileInfo.category));
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tileInfo = CheckTile(position, true);
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}
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if (tileInfo.Item1 && tileInfo.name != null)
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count++;
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for (int i = 0; i < 4; i++)
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{
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Vector2 dir = new Vector2(item.X + dirX[i], item.Y + dirY[i]);
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if (!searched.Contains(dir) && Game1.currentLocation.isTileOnMap(dir))
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{
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{
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MainClass.DebugLog($"\n{tileInfo.name}:\t{tileInfo.category}");
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toSearch.Enqueue(dir);
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detectedTiles.Add(position, (tileInfo.name, tileInfo.category));
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searched.Add(dir);
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}
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}
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}
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}
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}
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}
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