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; /// /// We won't do points on edges so we'll offset them slightly. /// protected const float StepOffset = 1f / SubStep / 2f; public Vector2 GetCoordinate(Vector2i chunk, Vector2i index) { return new Vector2(index.X, index.Y) / SubStep+ (chunk) * ChunkSize + StepOffset; } }