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- using System.Numerics;
- namespace Content.Shared.NPC;
- public abstract partial class SharedPathfindingSystem : EntitySystem
- {
- /// <summary>
- /// This is equivalent to agent radii for navmeshes. In our case it's preferable that things are cleanly
- /// divisible per tile so we'll make sure it works as a discrete number.
- /// </summary>
- public const byte SubStep = 4;
- public const byte ChunkSize = 8;
- public static readonly Vector2 ChunkSizeVec = new(ChunkSize, ChunkSize);
- /// <summary>
- /// We won't do points on edges so we'll offset them slightly.
- /// </summary>
- protected const float StepOffset = 1f / SubStep / 2f;
- private static readonly Vector2 StepOffsetVec = new(StepOffset, StepOffset);
- public Vector2 GetCoordinate(Vector2i chunk, Vector2i index)
- {
- return new Vector2(index.X, index.Y) / SubStep+ (chunk) * ChunkSizeVec + StepOffsetVec;
- }
- public static float ManhattanDistance(Vector2i start, Vector2i end)
- {
- var distance = end - start;
- return Math.Abs(distance.X) + Math.Abs(distance.Y);
- }
- public static float OctileDistance(Vector2i start, Vector2i end)
- {
- var diff = start - end;
- var ab = Vector2.Abs(diff);
- return ab.X + ab.Y + (1.41f - 2) * Math.Min(ab.X, ab.Y);
- }
- public static IEnumerable<Vector2i> GetTileOutline(Vector2i center, float radius)
- {
- // https://www.redblobgames.com/grids/circle-drawing/
- var vecCircle = center + Vector2.One / 2f;
- for (var r = 0; r <= Math.Floor(radius * MathF.Sqrt(0.5f)); r++)
- {
- var d = MathF.Floor(MathF.Sqrt(radius * radius - r * r));
- yield return new Vector2(vecCircle.X - d, vecCircle.Y + r).Floored();
- yield return new Vector2(vecCircle.X + d, vecCircle.Y + r).Floored();
- yield return new Vector2(vecCircle.X - d, vecCircle.Y - r).Floored();
- yield return new Vector2(vecCircle.X + d, vecCircle.Y - r).Floored();
- yield return new Vector2(vecCircle.X + r, vecCircle.Y - d).Floored();
- yield return new Vector2(vecCircle.X + r, vecCircle.Y + d).Floored();
- yield return new Vector2(vecCircle.X - r, vecCircle.Y - d).Floored();
- yield return new Vector2(vecCircle.X - r, vecCircle.Y + d).Floored();
- }
- }
- }
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