Station AI (#30944)

* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
This commit is contained in:
metalgearsloth
2024-08-28 10:57:12 +10:00
committed by GitHub
parent 3a4affd438
commit afd0618a60
153 changed files with 2384 additions and 344 deletions

View File

@@ -2,7 +2,7 @@ using System.Numerics;
namespace Content.Shared.NPC;
public abstract class SharedPathfindingSystem : EntitySystem
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
@@ -37,4 +37,31 @@ public abstract class SharedPathfindingSystem : EntitySystem
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();
}
}
}