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
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@@ -2,7 +2,7 @@ using System.Numerics;
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namespace Content.Shared.NPC;
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public abstract class SharedPathfindingSystem : EntitySystem
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public abstract partial class SharedPathfindingSystem : EntitySystem
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{
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/// <summary>
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/// This is equivalent to agent radii for navmeshes. In our case it's preferable that things are cleanly
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@@ -37,4 +37,31 @@ public abstract class SharedPathfindingSystem : EntitySystem
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var ab = Vector2.Abs(diff);
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return ab.X + ab.Y + (1.41f - 2) * Math.Min(ab.X, ab.Y);
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}
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public static IEnumerable<Vector2i> GetTileOutline(Vector2i center, float radius)
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{
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// https://www.redblobgames.com/grids/circle-drawing/
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var vecCircle = center + Vector2.One / 2f;
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for (var r = 0; r <= Math.Floor(radius * MathF.Sqrt(0.5f)); r++)
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{
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var d = MathF.Floor(MathF.Sqrt(radius * radius - r * r));
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yield return new Vector2(vecCircle.X - d, vecCircle.Y + r).Floored();
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yield return new Vector2(vecCircle.X + d, vecCircle.Y + r).Floored();
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yield return new Vector2(vecCircle.X - d, vecCircle.Y - r).Floored();
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yield return new Vector2(vecCircle.X + d, vecCircle.Y - r).Floored();
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yield return new Vector2(vecCircle.X + r, vecCircle.Y - d).Floored();
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yield return new Vector2(vecCircle.X + r, vecCircle.Y + d).Floored();
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yield return new Vector2(vecCircle.X - r, vecCircle.Y - d).Floored();
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yield return new Vector2(vecCircle.X - r, vecCircle.Y + d).Floored();
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}
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}
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}
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