package d2mapengine import ( "math" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" ) func (m *MapEngine) PathFind(start, dest d2vector.Position) []d2vector.Position { points := make([]d2vector.Position, 0) _, point := m.checkLos(start, dest) points = append(points, point) return points } // checkLos finds out if there is a clear line of sight between two points func (m *MapEngine) checkLos(start, end d2vector.Position) (bool, d2vector.Position) { dv := d2vector.Position{Vector: end.Clone()} dv.Subtract(&start.Vector) dx := dv.X() dy := dv.Y() N := math.Max(math.Abs(dx), math.Abs(dy)) var divN float64 if N == 0 { divN = 0.0 } else { divN = 1.0 / N } xstep := dx * divN ystep := dy * divN x := start.X() y := start.Y() for i := 0; i <= int(N); i++ { x += xstep y += ystep if m.SubTileAt(int(math.Floor(x)), int(math.Floor(y))).BlockWalk { return false, d2vector.NewPosition(x-xstep, y-ystep) } } return true, end }