using System.Numerics; namespace Content.Shared.NPC; public abstract partial class SharedPathfindingSystem : EntitySystem { /// /// 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. /// public const byte SubStep = 4; public const byte ChunkSize = 8; public static readonly Vector2 ChunkSizeVec = new(ChunkSize, ChunkSize); /// /// We won't do points on edges so we'll offset them slightly. /// 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 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(); } } }