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* Initial commit - FLOCKMIND - Probably has like a billion things to fix * Do after conversions * Config * Moved the files, icon fixes * Tick everything, language work, event, spawn landmark, role prefs, beginning mob port * Spans and some other fixes. Also the tickening * More tickening * More fixes. Lots of fixes. * More Fixes * A whole lot more. Also flock TGUI. * Fixes fixes fixes fixes fixes * FIXES * More fixes - PR ready, still needs a fuckton of testing * Fixes * fix incomplete upstream merge * fix FlockPanel + sort button name * TGUI review * Fixes tealprint list * Fixes * More fixes * Incapacitator Fix * Filenames * Linters * Interceptor range buff * Reagent counts * Linters * Fabricator vendor fix * Keybinds and HUD - Flockdrones, Fixes Vendor Conversion, Cube Materials * Reworks reagent, adds flock grilles, fixes compute node overlays * Intent-based flockdrone parts * Intent based drone parts * Radial control panel for controlling drones manually, phasing through windows/grilles * Movement fixes * Radio talk power, stare fix * Flock health HUD * Fixes flock lights, linters * Unit tests * Adds countdown to relay * Relay improvements * Small fix * Logic Schmogic * Relay overlay and looping sound effect * Ignore air when converting turfs * Cage fixes and improvements * Improved flock bolt * Turret conversions * Flock bolts taze simple or basic mobs * Sentience type * Fixe * Linter * tgui review stage 2 * Concentrated Repair Burst * Improves radio detection * Removes extra space * Adds healing visual effect * Cube tech levels * Ghooost * Excess * Flock doors, chairs, lattices. Centralizes conversion code. Crafting with Gnesis * Update code/modules/antagonists/flockmind/ai_behaviors/flock_wander.dm Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Fixes the fix * Astar movement detection * Fix, extraneous code, language stuff * Language fixes and wander fix * Fixes * Another fix * Lints * Another linter * Language improvement * More language improvements * Time requirement and appearing in orbit menu as an antag * Cube glow * TGUI * Minicache * Linters * Grammar * Material ID fix * Lid fix * Reagent turf reaction * Reagent fix * Butcher results * Conversion rates * Flock stare fix * Fixes stare behavior * Staring * Flock mob blood * Flock mobs gibs and blood. Also some runtime fixes * Flock mobs now resist out of grabs, buckles, lockers, and more * Fixes flock orbit, fixes a runtime I think, * Target mechs, damage mechs, other bug fixes * Cage fix * Cage resist change * Some mind changes, gatecrash buff * Drones now shoot mechs, stare improvement * Cut down on spam a little * Nest fix * No more resist spam * Fixed drone death control * Resist statement * Makes the relay alarm scarier * Fixes dead flock camera mobs having no ghost sprite, something with ghosting * Enhanced flockphasing * Improved flockmob pathing * Added required turf restriction to relay * Increased needed bandwidth for relay construction * Nerfed drone substrate rate * Added new status tab items for relay progress * Another relay cost adjustment * Improves drone AI responsiveness * Computer frames now become flock computers * Improves target finding for conversion, building, and replicating * Reduced flock event pop requirements * Adjusts flock protection on structures. Adjusts overlays. * Relay unlock tweak * Fixwes flock being able to gib mech'd AIs with one button * Map conflict * Flock can no longer be outed by merely existing * Fied bug causing drones to shoot themselves * Prevents mobs from attacking while in a cage * Converter tool can now open closets and crates. * Adds descriptions to flockdrone tools. * More informatic blurbs * Adds xenobiology organs * Organ lint * TGUI merge * bundle and mm --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Toastical <20125180+Toastical@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
277 lines
9.2 KiB
Plaintext
277 lines
9.2 KiB
Plaintext
#define ASTAR_NODE(turf, dist_from_start, heuristic, prev_node) list(turf, dist_from_start + heuristic, dist_from_start, heuristic, prev_node)
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#define ASTAR_CLOSE_ENOUGH_TO_END(end, checking_turf) (end == checking_turf || (mintargetdist && (get_dist(checking_turf, end) <= mintargetdist)))
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/datum/astar_node
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var/turf/turf
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var/total_cost_f
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var/dist_from_start_g
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/// Distance_g is affected by bias to smooth out diagonals, this tracks the raw number of steps required.
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var/real_dist_from_start
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var/heuristic_h
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var/datum/astar_node/prev_node
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/datum/pathfind/astar
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/// The thing that we're actually trying to path for
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var/atom/movable/invoker
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/// The turf we're trying to path to (note that this won't track a moving target)
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var/turf/end
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/// The list we compile at the end if successful to pass back
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var/list/path
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/// A k:v list of turf -> directions. The directions are directions the pathfinder attempted to step into the turf but failed.
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var/list/closed
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/// A binary search tree containing the discovered nodes.
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var/list/open_binary_tree
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/// A k:V list of turf -> astar node
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var/list/open_turf_to_node
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/// How far away we have to get to the end target before we can call it quits
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var/mintargetdist = 0
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/// If we should delete the first step in the path or not. Used often because it is just the starting tile
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var/skip_first = FALSE
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/// Defines how we handle diagonal moves. See __DEFINES/path.dm
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var/use_diagonals = TRUE
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/// An optional callback to invoke to return a positive value to add to the path's distance.
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var/datum/callback/heuristic
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#ifdef DEBUG_PATHFINDING
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/// List of all nodes we've parsed, used for debug spew.
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var/list/all_nodes_ever = list()
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#endif
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/datum/pathfind/astar/New(
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atom/movable/invoker,
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atom/goal,
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access,
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max_steps,
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mintargetdist,
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simulated_only,
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avoid,
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skip_first,
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use_diagonals,
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datum/callback/on_finish,
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datum/callback/heuristic,
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)
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src.invoker = invoker
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src.pass_info = new(invoker, access)
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end = get_turf(goal)
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open_binary_tree = new()
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open_turf_to_node = new()
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closed = new()
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src.max_distance = max_steps
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src.mintargetdist = mintargetdist
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src.simulated_only = simulated_only
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src.avoid = avoid
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src.skip_first = skip_first
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src.use_diagonals = use_diagonals
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src.on_finish = on_finish
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src.heuristic = heuristic || CALLBACK(src, PROC_REF(generic_heuristic))
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/datum/pathfind/astar/Destroy(force, ...)
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. = ..()
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invoker = null
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end = null
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open_binary_tree = null
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open_turf_to_node = null
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closed = null
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heuristic = null // hard del generator if using generic_heuristic
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/**
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* "starts" off the pathfinding, by storing the values this datum will need to work later on
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* returns FALSE if it fails to setup properly, TRUE otherwise
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*/
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/datum/pathfind/astar/start()
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start ||= get_turf(invoker)
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. = ..()
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if(!.)
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return .
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if(!get_turf(end))
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stack_trace("Invalid A* destination")
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return FALSE
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if(start.z != end.z || start == end) //no pathfinding between z levels
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return FALSE
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// If the turf is out of the step range we already know it's too far.
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if(max_distance && (max_distance < get_dist_manhattan(start, end)))
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return FALSE
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var/datum/astar_node/start_node = new /datum/astar_node()
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start_node.turf = start
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start_node.total_cost_f = 0
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start_node.dist_from_start_g = 0
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start_node.heuristic_h = 0
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start_node.real_dist_from_start = 0
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open_turf_to_node[start] = start_node
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binary_insert_node(start_node)
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return TRUE
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/**
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* Cleanup pass for the pathfinder. This tidies up the path, and fufills the pathfind's obligations
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*/
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/datum/pathfind/astar/finished()
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var/list/path = src.path || list()
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if(length(path) > 0 && skip_first)
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path.Cut(1,2)
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hand_back(path)
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#ifdef DEBUG_PATHFINDING
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/// If the global flag is set, replace the current global node spew.
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if(GLOB.__pathfinding_debug_generate)
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GLOB.__pathfinding_debug_info = all_nodes_ever
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#endif
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return ..()
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/**
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* search_step() is the workhorse of pathfinding. It'll do the searching logic, and will slowly build up a path
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* returns TRUE if everything is stable, FALSE if the pathfinding logic has failed, and we need to abort
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*/
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/datum/pathfind/astar/search_step(tick_check = TRUE)
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. = ..()
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if(!.)
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return .
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if(QDELETED(invoker))
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return FALSE
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var/static/list/lateral_search_dirs = list(EAST, WEST, NORTH, SOUTH)
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var/static/list/all_search_dirs = list(EAST, WEST, NORTH, SOUTH, NORTHEAST, SOUTHWEST, NORTHWEST, SOUTHEAST)
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while(length(open_binary_tree) && !path)
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var/datum/astar_node/current_node = open_binary_tree[length(open_binary_tree)]
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open_binary_tree.len--
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var/turf/current_node_turf = current_node.turf
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closed[current_node_turf] = ALL
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if(max_distance && current_node.real_dist_from_start > max_distance)
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continue
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// Check to see if we're close enough to the end destination.
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if(ASTAR_CLOSE_ENOUGH_TO_END(end, current_node_turf))
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unwind_path(current_node)
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return TRUE
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// Scan cardinal turfs for valid movements.
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for(var/scan_direction in use_diagonals ? all_search_dirs : lateral_search_dirs)
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var/turf/searching_turf = get_step(current_node_turf, scan_direction)
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var/IS_DIR_DIAGONAL = IS_DIR_DIAGONAL(scan_direction)
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if(closed[searching_turf] & scan_direction)
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continue // Turf is known to be blocked from this direction, skip!
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if(!(IS_DIR_DIAGONAL ? can_step_diagonal(current_node_turf, searching_turf) : CAN_STEP(current_node_turf, searching_turf, simulated_only, pass_info, avoid)))
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closed[searching_turf] |= scan_direction
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continue // Turf cannot be entered, atleast from this direction. Skip!
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// At this point we consider this turf a valid node.
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var/datum/astar_node/existing_node = open_turf_to_node[searching_turf]
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// Prefer straighter lines for more visual appeal. Penalize changing from cardinal to diagonal, but if you're already diagonal, it's okay.
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var/distance_g = current_node.dist_from_start_g
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var/real_distance = current_node.real_dist_from_start
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if(IS_DIR_DIAGONAL)
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// Diagonal is not continuing from previous node
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if(!current_node.prev_node || !IS_DIR_DIAGONAL(get_dir(current_node.prev_node.turf, current_node_turf)))
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distance_g += 2
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real_distance += 2
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// Diagonal is continuing from previous node
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else
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distance_g += sqrt(2) // It const folds dont cry
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real_distance += 2
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else
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distance_g += 1
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real_distance += 1
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// If the node already exists, update it to reflect new information. Maybe we found a shorter path to it, or similar.
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if(existing_node)
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if(distance_g < existing_node.dist_from_start_g)
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existing_node.prev_node = current_node
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existing_node.dist_from_start_g = distance_g
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existing_node.real_dist_from_start = real_distance
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existing_node.total_cost_f = distance_g + existing_node.heuristic_h
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open_binary_tree -= existing_node
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binary_insert_node(existing_node)
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continue
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// The node isn't known to us so we need to check the heuristic.
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var/heuristic_h = heuristic.Invoke(searching_turf, end)
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if(heuristic_h == 0)
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closed[searching_turf] |= scan_direction
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continue
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// Node is not known, create it.
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var/datum/astar_node/new_node = new /datum/astar_node()
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new_node.turf = searching_turf
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new_node.total_cost_f = distance_g + heuristic_h
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new_node.dist_from_start_g = distance_g
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new_node.real_dist_from_start = real_distance
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new_node.heuristic_h = heuristic_h
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new_node.prev_node = current_node
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binary_insert_node(new_node)
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open_turf_to_node[searching_turf] = new_node
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#ifdef DEBUG_PATHFINDING
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all_nodes_ever[++all_nodes_ever.len] = new_node
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#endif
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// Check to see if we're close enough to the end destination.
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if(ASTAR_CLOSE_ENOUGH_TO_END(end, new_node))
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unwind_path(new_node)
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return TRUE
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// Stable, we'll just be back later
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if(tick_check && TICK_CHECK)
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return TRUE
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return TRUE
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/datum/pathfind/astar/proc/binary_insert_node(datum/astar_node/node)
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BINARY_INSERT_REVERSE(node, open_binary_tree, /datum/astar_node, node, total_cost_f, COMPARE_KEY)
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/datum/pathfind/astar/proc/can_step_diagonal(turf/from_turf, turf/to_turf)
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var/in_dir = get_dir(from_turf, to_turf) // eg. northwest (1+8) = 9 (00001001)
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var/first_step_direction_a = in_dir & 3 // eg. north (1+8)&3 (0000 0011) = 1 (0000 0001)
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var/first_step_direction_b = in_dir & 12 // eg. west (1+8)&12 (0000 1100) = 8 (0000 1000)
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for(var/direction in list(first_step_direction_a, first_step_direction_b))
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var/turf/midpoint = get_step(from_turf, direction)
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// If the midpoint is known to be inaccessible from the starting direction, no need to check it again.
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if(closed[midpoint] & direction)
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continue
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if(CAN_STEP(midpoint, to_turf, simulated_only, pass_info, avoid))
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return TRUE
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return FALSE
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/// The generic heuristic, euclidean distance.
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/datum/pathfind/astar/proc/generic_heuristic(turf/searching_turf, turf/end)
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return get_dist_euclidean(searching_turf, end)
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/// Called when we've hit the goal with the node that represents the last tile, then sets the path var to that path so it can be returned by [datum/pathfind/proc/search]
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/datum/pathfind/astar/proc/unwind_path(datum/astar_node/unwind_node)
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path = new()
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var/turf/iter_turf = unwind_node.turf
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path += iter_turf
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var/datum/astar_node/iter_node = unwind_node.prev_node
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while(iter_node)
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path.Insert(1, iter_node.turf)
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iter_node = iter_node.prev_node
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return path
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#undef ASTAR_NODE
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#undef ASTAR_CLOSE_ENOUGH_TO_END
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