41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
using System.Numerics;
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namespace Content.Shared.NPC;
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public abstract class SharedPathfindingSystem : EntitySystem
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{
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/// <summary>
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/// This is equivalent to agent radii for navmeshes. In our case it's preferable that things are cleanly
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/// divisible per tile so we'll make sure it works as a discrete number.
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/// </summary>
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public const byte SubStep = 4;
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public const byte ChunkSize = 8;
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public static readonly Vector2 ChunkSizeVec = new(ChunkSize, ChunkSize);
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/// <summary>
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/// We won't do points on edges so we'll offset them slightly.
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/// </summary>
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protected const float StepOffset = 1f / SubStep / 2f;
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private static readonly Vector2 StepOffsetVec = new(StepOffset, StepOffset);
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public Vector2 GetCoordinate(Vector2i chunk, Vector2i index)
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{
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return new Vector2(index.X, index.Y) / SubStep+ (chunk) * ChunkSizeVec + StepOffsetVec;
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}
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public static float ManhattanDistance(Vector2i start, Vector2i end)
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{
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var distance = end - start;
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return Math.Abs(distance.X) + Math.Abs(distance.Y);
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}
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public static float OctileDistance(Vector2i start, Vector2i end)
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{
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var diff = start - end;
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var ab = Vector2.Abs(diff);
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return ab.X + ab.Y + (1.41f - 2) * Math.Min(ab.X, ab.Y);
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}
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}
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