using Content.Shared.NPC; namespace Content.Server.NPC.Pathfinding; public sealed partial class PathfindingSystem { public float EuclideanDistance(PathPoly start, PathPoly end) { var (dx, dy) = GetDiff(start, end); return MathF.Sqrt((dx * dx + dy * dy)); } public float ManhattanDistance(PathPoly start, PathPoly end) { var (dx, dy) = GetDiff(start, end); return dx + dy; } public float OctileDistance(PathPoly start, PathPoly end) { var (dx, dy) = GetDiff(start, end); return dx + dy + (1.41f - 2) * Math.Min(dx, dy); } private Vector2 GetDiff(PathPoly start, PathPoly end) { var startPos = start.Box.Center; var endPos = end.Box.Center; if (end.GraphUid != start.GraphUid) { if (!TryComp(start.GraphUid, out var startXform) || !TryComp(end.GraphUid, out var endXform)) { return Vector2.Zero; } endPos = startXform.InvWorldMatrix.Transform(endXform.WorldMatrix.Transform(endPos)); } // TODO: Numerics when we changeover. var diff = startPos - endPos; var ab = Vector2.Abs(diff); return ab; } }