Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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{
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public struct PathfindingArgs
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{
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public EntityUid Uid { get; }
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public int CollisionMask { get; }
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public TileRef Start { get; }
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public TileRef End { get; }
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// How close we need to get to the endpoint to be 'done'
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public float Proximity { get; }
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// Whether we use cardinal only or not
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public bool AllowDiagonals { get; }
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// Can we go through walls
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public bool NoClip { get; }
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// Can we traverse space tiles
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public bool AllowSpace { get; }
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public PathfindingArgs(
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EntityUid entityUid,
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int collisionMask,
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TileRef start,
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TileRef end,
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float proximity = 0.0f,
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bool allowDiagonals = true,
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bool noClip = false,
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bool allowSpace = false)
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{
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Uid = entityUid;
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CollisionMask = collisionMask;
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Start = start;
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End = end;
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Proximity = proximity;
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AllowDiagonals = allowDiagonals;
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NoClip = noClip;
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AllowSpace = allowSpace;
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}
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}
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}
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