namespace Content.Server.NPC.Pathfinding;
public sealed partial class PathfindingSystem
{
/*
* Handle BFS searches from Start->End. Doesn't consider NPC pathfinding.
*/
///
/// Pathfinding args for a 1-many path.
///
public record struct BreadthPathArgs()
{
public Vector2i Start;
public List Ends;
public bool Diagonals = false;
public Func? TileCost;
public int Limit = 10000;
}
///
/// Gets a BFS path from start to any end. Can also supply an optional tile-cost for tiles.
///
public SimplePathResult GetBreadthPath(BreadthPathArgs args)
{
var cameFrom = new Dictionary();
var costSoFar = new Dictionary();
var frontier = new PriorityQueue();
costSoFar[args.Start] = 0f;
frontier.Enqueue(args.Start, 0f);
var count = 0;
while (frontier.TryDequeue(out var node, out _) && count < args.Limit)
{
count++;
if (args.Ends.Contains(node))
{
// Found target
var path = ReconstructPath(node, cameFrom);
return new SimplePathResult()
{
CameFrom = cameFrom,
Path = path,
};
}
var gCost = costSoFar[node];
if (args.Diagonals)
{
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
var neighbor = node + new Vector2i(x, y);
var neighborCost = OctileDistance(node, neighbor) * args.TileCost?.Invoke(neighbor) ?? 1f;
if (neighborCost.Equals(0f))
{
continue;
}
// f = g + h
// gScore is distance to the start node
// hScore is distance to the end node
var gScore = gCost + neighborCost;
// Slower to get here so just ignore it.
if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
{
continue;
}
cameFrom[neighbor] = node;
costSoFar[neighbor] = gScore;
// pFactor is tie-breaker where the fscore is otherwise equal.
// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
// There's other ways to do it but future consideration
// The closer the fScore is to the actual distance then the better the pathfinder will be
// (i.e. somewhere between 1 and infinite)
// Can use hierarchical pathfinder or whatever to improve the heuristic but this is fine for now.
frontier.Enqueue(neighbor, gScore);
}
}
}
else
{
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x != 0 && y != 0)
continue;
var neighbor = node + new Vector2i(x, y);
var neighborCost = ManhattanDistance(node, neighbor) * args.TileCost?.Invoke(neighbor) ?? 1f;
if (neighborCost.Equals(0f))
continue;
var gScore = gCost + neighborCost;
if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
continue;
cameFrom[neighbor] = node;
costSoFar[neighbor] = gScore;
frontier.Enqueue(neighbor, gScore);
}
}
}
}
return SimplePathResult.NoPath;
}
}