yep
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@@ -4,7 +4,7 @@ namespace PathFinding
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{
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public interface IPlanarCollection<T> : IEnumerable<T>
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{
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T this[int x, int y] { get; set; }
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T this[float x, float y] { get; set; }
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int GetLength(int dimension);
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}
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}
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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@@ -24,46 +25,50 @@ namespace PathFinding
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}
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/// <summary>
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/// Navigate the collection such that each "step" is always towards the destination.
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/// Navigate the collection such that each "step" is always towards the destination, respecting the Paths available to the element at origin.
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/// </summary>
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/// <param name="element">The pathing element.</param>
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/// <param name="origin">The starting location.</param>
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/// <param name="destination">The destination.</param>
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/// <param name="callback">Do cool stuff here.</param>
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/// <returns>True if the element reached the destination.</returns>
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public bool PathTo(T element, Vector2 origin, Vector2 destination, Callback callback)
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public bool PathTo(Vector2 origin, Vector2 destination, Callback callback = null)
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{
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if (destination.X > width - 1 || destination.Y > height - 1 || destination.X < 0 || destination.Y < 0)
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{
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return false;
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}
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var element = collection[origin.X, origin.Y];
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var path = FindDirectionTowardsDestination(element.GetPaths(), origin, destination);
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var next = Vector2.Add(origin, path.Direction);
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if (!IsPathable(origin, destination, next))
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if (!IsPathable(origin, destination, path.Direction))
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{
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// Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
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return false;
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}
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var shouldPath = true;
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while (shouldPath)
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var next = origin;
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while (shouldPath && next != destination)
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{
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next = Vector2.Add(next, path.Direction);
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var collider = collection[(int)next.X, (int)next.Y];
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if (collider != null) callback(collider, next);
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if (next == destination) return true;
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if (path.Distance == Distance.OneStep)
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if (collider != null)
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{
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callback?.Invoke(collider, next);
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shouldPath = false;
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}
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else if (path.Distance == Distance.OneStep)
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{
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shouldPath = false;
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}
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next = Vector2.Add(next, path.Direction);
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}
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return true;
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return next == destination;
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}
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public void PathEvery(IPlanarElement element, Vector2 from, Callback callback)
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public void PathEvery(Vector2 from, Callback callback)
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{
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var element = collection[from.X, from.Y];
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foreach (var path in element.GetPaths())
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{
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var shouldPath = true;
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@@ -84,6 +89,22 @@ namespace PathFinding
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}
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}
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/// <summary>
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/// Path the line from origin to destination, ignoring any Paths defined by the element at origin.
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/// </summary>
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public void LinePathTo(Vector2 origin, Vector2 direction, Callback callback)
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{
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direction = Vector2.Normalize(direction);
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var next = Vector2.Add(origin, direction);
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while (next.X >= 0 && next.X < width && next.Y >= 0 && next.Y < height)
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{
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var element = collection[next.X, next.Y];
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if (element != null) callback(element, next);
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next = Vector2.Add(next, direction);
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}
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}
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public Path FindDirectionTowardsDestination(ICollection<Path> paths, Vector2 origin, Vector2 destination) =>
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paths.Aggregate((a, b) => Vector2.Distance(destination, Vector2.Add(origin, a.Direction)) < Vector2.Distance(destination, Vector2.Add(origin, b.Direction)) ? a : b);
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@@ -91,20 +112,26 @@ namespace PathFinding
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public bool IsPathable(Vector2 origin, Vector2 destination, T element)
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{
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var path = FindDirectionTowardsDestination(element.GetPaths(), origin, destination);
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var next = Vector2.Add(origin, path.Direction);
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return IsPathable(origin, destination, next);
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return IsPathable(origin, destination, path.Direction);
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}
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public bool IsPathable(Vector2 origin, Vector2 destination, Vector2 next)
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public bool IsPathable(Vector2 origin, Vector2 destination, Vector2 direction)
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{
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if (Vector2.Distance(next, destination) < Vector2.Distance(origin, destination))
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direction = Vector2.Normalize(direction);
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var next = Vector2.Add(origin, direction);
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if (Vector2.Distance(next, destination) >= Vector2.Distance(origin, destination)) return false;
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var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
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if (float.IsInfinity(slope))
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{
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// y = mx + b
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// b = -mx + y
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var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
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var yIntercept = -(slope * origin.X) + origin.Y;
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return float.IsInfinity(slope) || next.Y == slope * next.X + yIntercept;
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return next.X == destination.X;
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}
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else
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{
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// b = -mx + y
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var yIntercept = -slope * origin.X + origin.Y;
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// y = mx + b
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return next.Y == slope * next.X + yIntercept;
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}
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return false;
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}
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}
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}
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