PathfindingSystem.Helper.cs 1.9 KB

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  1. namespace Content.Server.NPC.Pathfinding;
  2. public sealed partial class PathfindingSystem
  3. {
  4. /// <summary>
  5. /// Finds a generic path from start to end.
  6. /// </summary>
  7. public List<Vector2i> GetPath(Vector2i start, Vector2i end, bool diagonal = false)
  8. {
  9. if (start == end)
  10. {
  11. return new List<Vector2i>();
  12. }
  13. var frontier = new PriorityQueue<Vector2i, float>();
  14. frontier.Enqueue(start, 0f);
  15. var cameFrom = new Dictionary<Vector2i, Vector2i>();
  16. var node = start;
  17. while (frontier.TryDequeue(out node, out _))
  18. {
  19. if (node == end)
  20. {
  21. break;
  22. }
  23. if (diagonal)
  24. {
  25. for (var i = 0; i < 8; i++)
  26. {
  27. var direction = (DirectionFlag) i;
  28. var neighbor = node + direction.AsDir().ToIntVec();
  29. if (!cameFrom.TryAdd(neighbor, node))
  30. continue;
  31. var gScore = OctileDistance(neighbor, end);
  32. frontier.Enqueue(neighbor, gScore);
  33. }
  34. }
  35. else
  36. {
  37. for (var i = 0; i < 4; i++)
  38. {
  39. var direction = (DirectionFlag) Math.Pow(2, i);
  40. var neighbor = node + direction.AsDir().ToIntVec();
  41. if (!cameFrom.TryAdd(neighbor, node))
  42. continue;
  43. frontier.Enqueue(neighbor, ManhattanDistance(neighbor, end));
  44. }
  45. }
  46. }
  47. if (node != end)
  48. {
  49. return new List<Vector2i>();
  50. }
  51. var path = new List<Vector2i>();
  52. do
  53. {
  54. path.Add(node);
  55. var before = cameFrom[node];
  56. node = before;
  57. } while (node != start);
  58. path.Add(start);
  59. path.Reverse();
  60. return path;
  61. }
  62. }