namespace Content.Server.NPC.Pathfinding;
public sealed partial class PathfindingSystem
{
///
/// Pathfinding args for a 1-1 path.
///
public record struct SimplePathArgs()
{
public Vector2i Start;
public Vector2i End;
public bool Diagonals = false;
public int Limit = 10000;
///
/// Custom tile-costs if applicable.
///
public Func? TileCost;
}
public record struct SimplePathResult
{
public static SimplePathResult NoPath = new();
public List Path;
public Dictionary CameFrom;
}
///
/// Gets simple A* path from start to end. Can also supply an optional tile-cost for tiles.
///
public SimplePathResult GetPath(SimplePathArgs 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 (node == args.End)
{
// Found target
var path = ReconstructPath(args.End, 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.
var hScore = OctileDistance(args.End, neighbor) * (1.0f + 1.0f / 1000.0f);
var fScore = gScore + hScore;
frontier.Enqueue(neighbor, fScore);
}
}
}
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;
// Still use octile even for manhattan distance.
var hScore = OctileDistance(args.End, neighbor) * 1.001f;
var fScore = gScore + hScore;
frontier.Enqueue(neighbor, fScore);
}
}
}
}
return SimplePathResult.NoPath;
}
private List ReconstructPath(Vector2i end, Dictionary cameFrom)
{
var path = new List()
{
end,
};
var node = end;
while (cameFrom.TryGetValue(node, out var source))
{
path.Add(source);
node = source;
}
path.Reverse();
return path;
}
}