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crystall-punk-14/Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingNode.cs

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using System;
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects.EntitySystems.Pathfinding
{
public class PathfindingNode
{
// TODO: Add access ID here
public PathfindingChunk ParentChunk => _parentChunk;
private readonly PathfindingChunk _parentChunk;
public TileRef TileRef { get; private set; }
public List<int> CollisionLayers { get; }
public int CollisionMask { get; private set; }
public Dictionary<Direction, PathfindingNode> Neighbors => _neighbors;
private Dictionary<Direction, PathfindingNode> _neighbors = new Dictionary<Direction, PathfindingNode>();
public PathfindingNode(PathfindingChunk parent, TileRef tileRef, List<int> collisionLayers = null)
{
_parentChunk = parent;
TileRef = tileRef;
if (collisionLayers == null)
{
CollisionLayers = new List<int>();
}
else
{
CollisionLayers = collisionLayers;
}
GenerateMask();
}
public void AddNeighbor(Direction direction, PathfindingNode node)
{
_neighbors.Add(direction, node);
}
public void AddNeighbor(PathfindingNode node)
{
if (node.TileRef.GridIndex != TileRef.GridIndex)
{
throw new InvalidOperationException();
}
Direction direction;
if (node.TileRef.X < TileRef.X)
{
if (node.TileRef.Y > TileRef.Y)
{
direction = Direction.NorthWest;
} else if (node.TileRef.Y < TileRef.Y)
{
direction = Direction.SouthWest;
}
else
{
direction = Direction.West;
}
}
else if (node.TileRef.X > TileRef.X)
{
if (node.TileRef.Y > TileRef.Y)
{
direction = Direction.NorthEast;
} else if (node.TileRef.Y < TileRef.Y)
{
direction = Direction.SouthEast;
}
else
{
direction = Direction.East;
}
}
else
{
if (node.TileRef.Y > TileRef.Y)
{
direction = Direction.North;
}
else
{
direction = Direction.South;
}
}
if (_neighbors.ContainsKey(direction))
{
// Should we verify that they align?
return;
}
_neighbors.Add(direction, node);
}
public PathfindingNode GetNeighbor(Direction direction)
{
_neighbors.TryGetValue(direction, out var node);
return node;
}
public void UpdateTile(TileRef newTile)
{
TileRef = newTile;
}
public void AddCollisionLayer(int layer)
{
CollisionLayers.Add(layer);
GenerateMask();
}
public void RemoveCollisionLayer(int layer)
{
CollisionLayers.Remove(layer);
GenerateMask();
}
private void GenerateMask()
{
CollisionMask = 0x0;
foreach (var layer in CollisionLayers)
{
CollisionMask |= layer;
}
}
}
}