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- using System.Numerics;
- using Robust.Shared.Random;
- namespace Content.Server.NPC.Pathfinding;
- public sealed partial class PathfindingSystem
- {
- /// <summary>
- /// Widens the path by the specified amount.
- /// </summary>
- public HashSet<Vector2i> GetWiden(WidenArgs args, Random random)
- {
- var tiles = new HashSet<Vector2i>(args.Path.Count * 2);
- var variance = (args.MaxWiden - args.MinWiden) / 2f + args.MinWiden;
- var counter = 0;
- foreach (var tile in args.Path)
- {
- counter++;
- if (counter != args.TileSkip)
- continue;
- counter = 0;
- var center = new Vector2(tile.X + 0.5f, tile.Y + 0.5f);
- if (args.Square)
- {
- for (var x = -variance; x <= variance; x++)
- {
- for (var y = -variance; y <= variance; y++)
- {
- var neighbor = center + new Vector2(x, y);
- tiles.Add(neighbor.Floored());
- }
- }
- }
- else
- {
- for (var x = -variance; x <= variance; x++)
- {
- for (var y = -variance; y <= variance; y++)
- {
- var offset = new Vector2(x, y);
- if (offset.Length() > variance)
- continue;
- var neighbor = center + offset;
- tiles.Add(neighbor.Floored());
- }
- }
- }
- variance += random.NextFloat(-args.Variance * args.TileSkip, args.Variance * args.TileSkip);
- variance = Math.Clamp(variance, args.MinWiden, args.MaxWiden);
- }
- return tiles;
- }
- public record struct WidenArgs()
- {
- public bool Square = false;
- /// <summary>
- /// How many tiles to skip between iterations., 1-in-n
- /// </summary>
- public int TileSkip = 3;
- /// <summary>
- /// Maximum amount to vary per tile.
- /// </summary>
- public float Variance = 0.25f;
- /// <summary>
- /// Minimum width.
- /// </summary>
- public float MinWiden = 2f;
- public float MaxWiden = 7f;
- public required List<Vector2i> Path;
- }
- }
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