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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-03 06:20:43 +00:00
OpenDiablo2/d2core/d2map/d2mapengine/pathfind.go
gravestench 16a82442bb
removed a bunch of magic number lint errors (#785)
* removed magic numbers from d2ui/button.go

* removed a bunch of magic number lint errors
2020-10-23 09:00:51 -04:00

49 lines
1.1 KiB
Go

package d2mapengine
import (
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
)
// PathFind finds a path between given start and dest positions and returns the positions of the path
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 // nolint:gomnd // we're just taking inverse...
}
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
}