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SharedPathfindingSystem.cs 2.3 KB

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  1. using System.Numerics;
  2. namespace Content.Shared.NPC;
  3. public abstract partial class SharedPathfindingSystem : EntitySystem
  4. {
  5. /// <summary>
  6. /// This is equivalent to agent radii for navmeshes. In our case it's preferable that things are cleanly
  7. /// divisible per tile so we'll make sure it works as a discrete number.
  8. /// </summary>
  9. public const byte SubStep = 4;
  10. public const byte ChunkSize = 8;
  11. public static readonly Vector2 ChunkSizeVec = new(ChunkSize, ChunkSize);
  12. /// <summary>
  13. /// We won't do points on edges so we'll offset them slightly.
  14. /// </summary>
  15. protected const float StepOffset = 1f / SubStep / 2f;
  16. private static readonly Vector2 StepOffsetVec = new(StepOffset, StepOffset);
  17. public Vector2 GetCoordinate(Vector2i chunk, Vector2i index)
  18. {
  19. return new Vector2(index.X, index.Y) / SubStep+ (chunk) * ChunkSizeVec + StepOffsetVec;
  20. }
  21. public static float ManhattanDistance(Vector2i start, Vector2i end)
  22. {
  23. var distance = end - start;
  24. return Math.Abs(distance.X) + Math.Abs(distance.Y);
  25. }
  26. public static float OctileDistance(Vector2i start, Vector2i end)
  27. {
  28. var diff = start - end;
  29. var ab = Vector2.Abs(diff);
  30. return ab.X + ab.Y + (1.41f - 2) * Math.Min(ab.X, ab.Y);
  31. }
  32. public static IEnumerable<Vector2i> GetTileOutline(Vector2i center, float radius)
  33. {
  34. // https://www.redblobgames.com/grids/circle-drawing/
  35. var vecCircle = center + Vector2.One / 2f;
  36. for (var r = 0; r <= Math.Floor(radius * MathF.Sqrt(0.5f)); r++)
  37. {
  38. var d = MathF.Floor(MathF.Sqrt(radius * radius - r * r));
  39. yield return new Vector2(vecCircle.X - d, vecCircle.Y + r).Floored();
  40. yield return new Vector2(vecCircle.X + d, vecCircle.Y + r).Floored();
  41. yield return new Vector2(vecCircle.X - d, vecCircle.Y - r).Floored();
  42. yield return new Vector2(vecCircle.X + d, vecCircle.Y - r).Floored();
  43. yield return new Vector2(vecCircle.X + r, vecCircle.Y - d).Floored();
  44. yield return new Vector2(vecCircle.X + r, vecCircle.Y + d).Floored();
  45. yield return new Vector2(vecCircle.X - r, vecCircle.Y - d).Floored();
  46. yield return new Vector2(vecCircle.X - r, vecCircle.Y + d).Floored();
  47. }
  48. }
  49. }