using System.Numerics; namespace Content.Shared.NPC; public abstract 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); } }