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if (roomNetwork.targetPath != null) + if (roomNetwork.bossRoomPath != null) { - roomNetwork.DebugDrawPath(roomNetwork.targetPath); + roomNetwork.DebugDrawPath(roomNetwork.bossRoomPath, 1f, Color.green); + } + + if (roomNetwork.difficultRoomPath != null) + { + roomNetwork.DebugDrawPath(roomNetwork.difficultRoomPath, 2f, Color.blue); } #endif } diff --git a/Assets/Scripts/MinimapScript.cs b/Assets/Scripts/MinimapScript.cs index a61d615..7b3020d 100644 --- a/Assets/Scripts/MinimapScript.cs +++ b/Assets/Scripts/MinimapScript.cs @@ -45,7 +45,9 @@ public void Layout(RoomNetwork network) { Debug.Log("Minimap redrawn"); - var targetPath = network.targetPath; + var targetBossRoomPath = network.bossRoomPath; + + var targetDifficultRoomPath = network.difficultRoomPath; foreach (var icon in icons) { @@ -135,19 +137,63 @@ public void Layout(RoomNetwork network) icon.GetComponent().localPosition = position; - if (targetPath?.Contains(roomNode) == true) + if (targetBossRoomPath?.Contains(roomNode) == true) { - icon.GetComponent().Paint(new Color(.3f, .8f, .4f)); + icon.GetComponent().Paint(Colors.green); } icons.Add(icon); } - if (targetPath != null) + if (targetDifficultRoomPath != null) + { + RoomNode? lastItem = null; + + foreach (var item in targetDifficultRoomPath) + { + if (lastItem != null) + { + var connection = new GameObject("Connection"); + + var positionA = new Vector3 + { + x = item.room.transform.position.x, + y = item.room.transform.position.z, + } * 1f / minimapScale; + + var positionB = new Vector3 + { + x = lastItem.room.transform.position.x, + y = lastItem.room.transform.position.z, + } * 1f / minimapScale; + + var diff = positionB - positionA; + + connection.transform.SetParent(connectionsTransform, false); + connection.transform.localPosition = positionA; + + var lineRenderer = connection.AddComponent(); + + lineRenderer.color = Colors.red; + + lineRenderer.LineThickness = 6f; + lineRenderer.Points = new Vector2[]{ + Vector2.zero, + diff + }; + + connections.Add(connection); + } + + lastItem = item; + } + } + + if (targetBossRoomPath != null) { RoomNode? lastItem = null; - foreach (var item in targetPath) + foreach (var item in targetBossRoomPath) { if (lastItem != null) { @@ -172,7 +218,7 @@ public void Layout(RoomNetwork network) var lineRenderer = connection.AddComponent(); - lineRenderer.color = new Color(.2f, .7f, .3f); + lineRenderer.color = Colors.green; lineRenderer.LineThickness = 6f; lineRenderer.Points = new Vector2[]{ diff --git a/Assets/Scripts/Models/RoomNetwork.cs b/Assets/Scripts/Models/RoomNetwork.cs index c206cc8..b2a57ba 100644 --- a/Assets/Scripts/Models/RoomNetwork.cs +++ b/Assets/Scripts/Models/RoomNetwork.cs @@ -10,16 +10,20 @@ public class RoomNetwork new Dictionary(); public RoomNode? root; public RoomNode? bossRoom; - public List? targetPath; + public RoomNode? mostDifficultRoom; + public List? bossRoomPath; + public List? difficultRoomPath; public bool hasBossRoomSpawned = false; public void AddRoom(GameObject room, bool isRoot) { + var script = room.GetComponent(); + var roomNode = new RoomNode { room = room, - roomScript = room.GetComponent(), + roomScript = script, }; roomNodes.Add(room.GetInstanceID(), roomNode); @@ -28,6 +32,22 @@ public void AddRoom(GameObject room, bool isRoot) { root = roomNode; } + + if (script.roomType == RoomType.regular) + { + // Verifica e atualiza o room node de maior dificuldade na rede. + if (mostDifficultRoom == null) + { + mostDifficultRoom = roomNode; + } + else if ( + roomNode.roomScript.difficultyIndex + > mostDifficultRoom.roomScript.difficultyIndex + ) + { + mostDifficultRoom = roomNode; + } + } } public List? AStar(RoomNode start, RoomNode end) @@ -42,7 +62,7 @@ public void AddRoom(GameObject room, bool isRoot) var cameFrom = new Dictionary(); // Defina um dicionário para mapear os nós visitados para suas respectivas distâncias - var costSoFar = new Dictionary(); + var costSoFar = new Dictionary(); // Adicione o nó inicial à lista de nós para visitar open.Add(start); @@ -55,7 +75,8 @@ public void AddRoom(GameObject room, bool isRoot) { // Defina o nó atual como o nó com menor distância na lista de nós para visitar var current = open[0]; - for (int i = 0; i < open.Count; i++) + + for (var i = 0; i < open.Count; i++) { if (costSoFar[open[i]] < costSoFar[current]) { @@ -83,8 +104,16 @@ public void AddRoom(GameObject room, bool isRoot) continue; } - // Defina a distância estimada do vizinho como a distância do nó atual + 1 - int estimatedDistance = costSoFar[current] + 1; + var currentDifficulty = current.roomScript.difficultyIndex; + + var targetDifficulty = + mostDifficultRoom?.roomScript.difficultyIndex ?? currentDifficulty; + + // Heurística construída com base na progressão da busca em relação à dificuldade + var heuristic = currentDifficulty / targetDifficulty; + + // Defina a distância estimada do vizinho como a distância do nó atual + 1 - o peso da heurística + var estimatedDistance = costSoFar[current] + 1 - heuristic; // Se o vizinho ainda não estiver na lista de nós para visitar ou se a distância estimada for menor que a distância registrada para o vizinho if (!open.Contains(neighbor) || estimatedDistance < costSoFar[neighbor]) @@ -103,6 +132,44 @@ public void AddRoom(GameObject room, bool isRoot) return null; } + public List? Bfs(RoomNode start, RoomNode end) + { + var previous = new Dictionary(); + + var queue = new Queue(); + + queue.Enqueue(start); + + while (queue.Count > 0) + { + var vertex = queue.Dequeue(); + + foreach (var neighbor in vertex.neighbors) + { + if (previous.ContainsKey(neighbor)) + { + continue; + } + + previous[neighbor] = vertex; + queue.Enqueue(neighbor); + } + } + + var path = new List { }; + + while (!end.Equals(start)) + { + path.Add(end); + end = previous[end]; + } + + path.Add(start); + path.Reverse(); + + return path; + } + public void ConnectRooms(int instanceIDA, int instanceIDB) { var roomNodeA = roomNodes[instanceIDA]; @@ -151,7 +218,7 @@ public void DebugDrawNetwork() } } - public void DebugDrawPath(List path) + public void DebugDrawPath(List path, float offset, Color color) { RoomNode? roomNodeCache = null; @@ -160,9 +227,9 @@ public void DebugDrawPath(List path) if (roomNodeCache != null) { Debug.DrawLine( - roomNode.room.transform.position + Vector3.up, - roomNodeCache.room.transform.position + Vector3.up, - Color.green + roomNode.room.transform.position + Vector3.up * offset, + roomNodeCache.room.transform.position + Vector3.up * offset, + color ); } diff --git a/Assets/Scripts/PlayerScript.cs b/Assets/Scripts/PlayerScript.cs index 72dd3f5..176caef 100644 --- a/Assets/Scripts/PlayerScript.cs +++ b/Assets/Scripts/PlayerScript.cs @@ -90,13 +90,14 @@ public void CalculatePath(bool isFirstRender) var end = network.bossRoom; // Calcula o caminho. - var path = network.AStar(start, end); - if (network.targetPath?.Count != path?.Count) + var bossRoomPath = network.Bfs(start, end); + + if (network.bossRoomPath?.Count != bossRoomPath?.Count) { // O tamanho dos caminhos é diferente. // É uma certeza mais barata do que loopar conferindo se são iguais. - if (network.targetPath != null && path != null) + if (network.bossRoomPath != null && bossRoomPath != null) { // Os paths não são null, compará-los. @@ -104,14 +105,14 @@ public void CalculatePath(bool isFirstRender) // TODO: Salvar a última key qnd atualizar o path para não ter que loopar aq - foreach (var item in network.targetPath) + foreach (var item in network.bossRoomPath) { oldPath += $"{item.room.GetInstanceID()} "; } var newPath = ""; - foreach (var item in path) + foreach (var item in bossRoomPath) { newPath += $"{item.room.GetInstanceID()} "; } @@ -120,7 +121,13 @@ public void CalculatePath(bool isFirstRender) { // Os paths são diferentes, atualizar o antigo. - network.targetPath = path; + network.bossRoomPath = bossRoomPath; + + if (network.mostDifficultRoom != null) + { + network.difficultRoomPath = + network.AStar(start, network.mostDifficultRoom); + } minimapRedrawn = true; @@ -131,7 +138,13 @@ public void CalculatePath(bool isFirstRender) { // Um dos paths é null, aceitar novo path. - network.targetPath = path; + network.bossRoomPath = bossRoomPath; + + if (network.mostDifficultRoom != null) + { + network.difficultRoomPath = + network.AStar(start, network.mostDifficultRoom); + } minimapRedrawn = true; diff --git a/Assets/Scripts/Utils/Colors.cs b/Assets/Scripts/Utils/Colors.cs index cc88300..3f86012 100644 --- a/Assets/Scripts/Utils/Colors.cs +++ b/Assets/Scripts/Utils/Colors.cs @@ -10,6 +10,8 @@ public static class Colors public static Color sunglow = Parse("#FDCA40"); public static Color spanishGreen = Parse("#018E42"); public static Color orangePantone = Parse("#FE5F00"); + public static Color red = Parse("#B2334C"); + public static Color green = Parse("#33B24C"); static Color Parse(string hex) {