243 lines
6.0 KiB
C#
243 lines
6.0 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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public partial class CampusController : Node2D
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{
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private Control _taskContainer;
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private Control _logContainer;
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private Button _taskToggle;
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private Button _logToggle;
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[Export] public PackedScene StudentScene { get; set; }
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[Export] public int StudentCount { get; set; } = 6;
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[Export] public float CoverageStep { get; set; } = 48.0f;
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[Export] public int MaxCoveragePoints { get; set; } = 200;
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private NavigationRegion2D _navigationRegion;
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private Node2D _studentsRoot;
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private readonly List<Vector2> _coveragePoints = new();
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private bool _spawnPending = true;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_taskContainer = GetNode<Control>("Task");
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_logContainer = GetNode<Control>("Log");
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// Path to buttons based on scene structure
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_taskToggle = GetNode<Button>("TopBar/HBox/CC1/TaskToggle");
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_logToggle = GetNode<Button>("TopBar/HBox/CC2/LogToggle");
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// Sync initial state
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_taskToggle.ButtonPressed = _taskContainer.Visible;
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_logToggle.ButtonPressed = _logContainer.Visible;
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_taskToggle.Toggled += OnTaskToggled;
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_logToggle.Toggled += OnLogToggled;
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// 导航区域与学生容器初始化
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_navigationRegion = GetNodeOrNull<NavigationRegion2D>("Sprite2D/NavigationRegion2D");
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_studentsRoot = GetNodeOrNull<Node2D>("Students");
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if (_studentsRoot == null)
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{
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_studentsRoot = new Node2D { Name = "Students" };
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AddChild(_studentsRoot);
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}
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// 等待导航地图同步完成后再生成学生
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_spawnPending = true;
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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TrySpawnStudents();
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}
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private void OnTaskToggled(bool pressed)
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{
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AnimateVisibility(_taskContainer, pressed);
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}
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private void OnLogToggled(bool pressed)
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{
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AnimateVisibility(_logContainer, pressed);
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}
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private void AnimateVisibility(Control container, bool visible)
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{
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var tween = CreateTween();
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if (visible)
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{
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if (!container.Visible)
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{
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var col = container.Modulate;
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col.A = 0;
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container.Modulate = col;
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container.Visible = true;
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}
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tween.TweenProperty(container, "modulate:a", 1.0f, 0.2f);
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}
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else
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{
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tween.TweenProperty(container, "modulate:a", 0.0f, 0.2f);
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tween.TweenCallback(Callable.From(() => container.Visible = false));
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}
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}
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private void TrySpawnStudents()
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{
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if (!_spawnPending)
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{
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return;
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}
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// 已生成过学生则不重复生成
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if (_studentsRoot != null && _studentsRoot.GetChildCount() > 0)
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{
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_spawnPending = false;
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return;
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}
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if (StudentScene == null)
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{
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StudentScene = ResourceLoader.Load<PackedScene>("res://scenes/student_16_native.tscn");
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}
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if (_navigationRegion == null || _navigationRegion.NavigationPolygon == null)
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{
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GD.PushWarning("校园导航区域未配置或缺失导航多边形,无法生成巡游学生。");
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_spawnPending = false;
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return;
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}
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// 导航地图可能还未就绪,需要等待同步完成后再采样
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var map = GetNavigationMap();
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if (!map.IsValid)
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{
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return;
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}
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// 强制刷新一次导航数据,确保首帧同步
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NavigationServer2D.MapForceUpdate(map);
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if (NavigationServer2D.MapGetIterationId(map) == 0)
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{
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return;
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}
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SpawnStudents(map);
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_spawnPending = false;
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}
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private void SpawnStudents(Rid map)
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{
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_coveragePoints.Clear();
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_coveragePoints.AddRange(BuildCoveragePoints(map));
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if (_coveragePoints.Count == 0)
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{
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GD.PushWarning("未采样到可行走区域,跳过学生生成。");
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return;
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}
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for (int i = 0; i < StudentCount; i++)
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{
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var instance = StudentScene.Instantiate();
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if (instance is not CampusStudent student)
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{
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GD.PushWarning("student_16_native.tscn 需要挂载 CampusStudent 脚本。");
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instance.QueueFree();
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continue;
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}
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_studentsRoot.AddChild(student);
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student.Name = $"CampusStudent_{i + 1}";
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// 随机放置在可行走区域,并设置不同的巡游起点
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var randomIndex = GD.RandRange(0, _coveragePoints.Count - 1);
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student.GlobalPosition = _coveragePoints[randomIndex];
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student.ConfigurePatrol(_coveragePoints, i * 7);
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}
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}
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private List<Vector2> BuildCoveragePoints(Rid map)
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{
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var points = new List<Vector2>();
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var polygon = _navigationRegion.NavigationPolygon;
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if (polygon == null || polygon.Vertices.Length == 0)
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{
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return points;
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}
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// 根据导航多边形顶点计算采样范围
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var min = polygon.Vertices[0];
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var max = polygon.Vertices[0];
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foreach (var v in polygon.Vertices)
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{
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min = new Vector2(Mathf.Min(min.X, v.X), Mathf.Min(min.Y, v.Y));
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max = new Vector2(Mathf.Max(max.X, v.X), Mathf.Max(max.Y, v.Y));
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}
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var step = Mathf.Max(8.0f, CoverageStep);
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var minDistance = step * 0.45f;
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for (float x = min.X; x <= max.X; x += step)
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{
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for (float y = min.Y; y <= max.Y; y += step)
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{
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var local = new Vector2(x, y);
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var global = _navigationRegion.ToGlobal(local);
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var closest = NavigationServer2D.MapGetClosestPoint(map, global);
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if (closest.DistanceTo(global) > minDistance)
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{
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continue;
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}
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if (!HasNearbyPoint(points, closest, minDistance))
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{
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points.Add(closest);
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if (points.Count >= MaxCoveragePoints)
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{
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return points;
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}
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}
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}
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}
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// 兜底:至少给一个可行走点
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if (points.Count == 0)
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{
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var centerLocal = (min + max) * 0.5f;
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var centerGlobal = _navigationRegion.ToGlobal(centerLocal);
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points.Add(NavigationServer2D.MapGetClosestPoint(map, centerGlobal));
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}
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return points;
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}
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private Rid GetNavigationMap()
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{
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var map = NavigationServer2D.RegionGetMap(_navigationRegion.GetRid());
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if (!map.IsValid)
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{
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var world = GetWorld2D();
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if (world != null)
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{
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map = world.NavigationMap;
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}
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}
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return map;
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}
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private static bool HasNearbyPoint(List<Vector2> points, Vector2 candidate, float minDistance)
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{
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for (int i = 0; i < points.Count; i++)
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{
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if (points[i].DistanceTo(candidate) <= minDistance)
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{
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return true;
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}
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}
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return false;
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}
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}
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