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311 lines
6.8 KiB
Kotlin
311 lines
6.8 KiB
Kotlin
package net.idylls.pathos
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import net.runelite.api.Point
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import net.runelite.api.CollisionDataFlag
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import net.runelite.api.Tile as RLTile
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import kotlin.math.abs
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typealias ScenePoint = Point
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typealias CollisionFlags = Int
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fun sceneCoords(t: RLTile) = ScenePoint(t.sceneLocation.getX(), t.sceneLocation.getY())
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fun buildPath(
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backEdges: Map<ScenePoint, ScenePoint>,
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end: ScenePoint
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): List<ScenePoint> {
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val list = mutableListOf<ScenePoint>()
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var current: ScenePoint? = end
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while (current != null) {
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list.add(current)
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current = backEdges.get(current)
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}
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list.reverse()
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return list
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}
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fun findShortestPathAll(
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from: ScenePoint,
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to: Set<ScenePoint>,
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collisionFlags: Array<IntArray>,
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tiles: Array<Array<RLTile?>>,
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): List<ScenePoint>? {
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return to
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.mapNotNull({ to_ -> findPath(from, to_, collisionFlags, tiles) })
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.minByOrNull({ p ->
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// minimize zig-zaggedness (manhattan distance) when choosing
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// between multiple possible minimal paths
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p.windowed(2).fold(0, { acc, w ->
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val (a, b) = w
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acc + abs(a.x - b.x) + abs(a.y - b.y)
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}) + p.size
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})
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}
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fun findPath(
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from: ScenePoint,
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to: ScenePoint,
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collisionFlags: Array<IntArray>,
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tiles: Array<Array<RLTile?>>,
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): List<ScenePoint>? {
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// A basic breadth-first search, taking into account OSRS movement
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// rules
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val seen = mutableSetOf<ScenePoint>(from)
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val queue = ArrayDeque<ScenePoint>()
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queue.add(from)
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val backEdges = mutableMapOf<ScenePoint, ScenePoint>()
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while (!queue.isEmpty()) {
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val current = queue.removeFirst()
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if (current == to) {
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return buildPath(backEdges, current)
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}
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val unvisitedNeighbors = neighbors(
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current,
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{ sp ->
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if (
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(sp.getX() < 0)
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|| (sp.getY() < 0)
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|| (sp.getX() >= SCENE_WIDTH)
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|| (sp.getY() >= SCENE_WIDTH)
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) {
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return@neighbors null
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}
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if (tiles[sp.getX()][sp.getY()] == null) {
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return@neighbors null
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}
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return@neighbors collisionFlags[sp.getX()][sp.getY()]
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},
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).filter({ n -> !seen.contains(n) })
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for (n in unvisitedNeighbors) {
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backEdges.put(n, current)
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queue.add(n)
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seen.add(n)
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}
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}
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// If there is not a path to the requested tile, try to find the
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// nearest pathable tile.
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val dist = { sp: ScenePoint ->
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val dx = sp.getX() - to.getX()
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val dy = sp.getY() - to.getY()
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(dx * dx) + (dy * dy)
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}
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val candidates = ArrayList(backEdges.keys)
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candidates.add(from)
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val candidateDistances = candidates.map({ sp ->
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Pair(sp, dist(sp))
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})
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val minDistance = candidateDistances.minByOrNull({ c -> c.second })
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if (minDistance == null) {
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return null
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}
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val minimalCandidates = candidateDistances.filter({ c ->
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c.second == minDistance.second
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})
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val minPath = minimalCandidates.mapNotNull({ c ->
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buildPath(backEdges, c.first)
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}).minWithOrNull({ a, b -> a.size - b.size })
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return minPath
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}
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fun sceneX(t: RLTile) = t.sceneLocation.x
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fun sceneY(t: RLTile) = t.sceneLocation.y
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fun canMoveCardinal(
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from: CollisionFlags,
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to: CollisionFlags,
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direction: Direction,
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): Boolean {
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if ((to and (
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CollisionDataFlag.BLOCK_MOVEMENT_FULL
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or CollisionDataFlag.BLOCK_MOVEMENT_OBJECT
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)) > 0) {
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return false
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}
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if ((from and direction.collisionFlag) > 0) {
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return false
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}
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return true
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}
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/**
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* the adjDir params should be the direction to move from the adjacent
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* tile into the diagonal tile. e.g. If you are trying to move south-west
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* and adj1 params the southern tile, adjDir1 should be west (because you
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* move south, then west)
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*/
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fun canMoveDiagonal(
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from: CollisionFlags,
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to: CollisionFlags,
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direction: Direction,
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adjOk1: Boolean,
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adjFlags1: CollisionFlags,
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adjDir1: Direction,
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adjOk2: Boolean,
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adjFlags2: CollisionFlags,
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adjDir2: Direction,
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): Boolean {
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return (
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adjOk1
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and adjOk2
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and canMoveCardinal(adjFlags1, to, adjDir1)
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and canMoveCardinal(adjFlags2, to, adjDir2)
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and canMoveCardinal(from, to, direction)
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)
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}
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enum class Direction(
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val dx: Int,
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val dy: Int,
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val collisionFlag: CollisionFlags,
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) {
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WEST(-1, 0, CollisionDataFlag.BLOCK_MOVEMENT_WEST),
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EAST(1, 0, CollisionDataFlag.BLOCK_MOVEMENT_EAST),
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SOUTH(0, -1, CollisionDataFlag.BLOCK_MOVEMENT_SOUTH),
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NORTH(0, 1, CollisionDataFlag.BLOCK_MOVEMENT_NORTH),
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SOUTH_WEST(-1, -1, CollisionDataFlag.BLOCK_MOVEMENT_SOUTH_WEST),
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SOUTH_EAST(1, -1, CollisionDataFlag.BLOCK_MOVEMENT_SOUTH_EAST),
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NORTH_WEST(-1, 1, CollisionDataFlag.BLOCK_MOVEMENT_NORTH_WEST),
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NORTH_EAST(1, 1, CollisionDataFlag.BLOCK_MOVEMENT_NORTH_EAST),
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}
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fun neighbors(
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current: ScenePoint,
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collisionFlags: (ScenePoint) -> CollisionFlags?,
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): Sequence<ScenePoint> {
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val spd = { sp: ScenePoint, d: Direction ->
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ScenePoint(sp.getX() + d.dx, sp.getY() + d.dy)
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}
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val cf = { d: Direction -> collisionFlags(spd(current, d)) }
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val currentFlags = collisionFlags(current)!!
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data class CanMoveCardinal(
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val canMove: Boolean,
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val flags: CollisionFlags,
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)
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val checkCardinal = c@{ d: Direction ->
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val flags = when (val f = cf(d)) {
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null -> return@c null
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else -> f
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}
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return@c CanMoveCardinal(
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canMoveCardinal(currentFlags, flags, d),
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flags,
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)
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}
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val west = checkCardinal(Direction.WEST)
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val east = checkCardinal(Direction.EAST)
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val south = checkCardinal(Direction.SOUTH)
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val north = checkCardinal(Direction.NORTH)
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val checkDiagonal = c@{
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d: Direction,
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cmc1: CanMoveCardinal?,
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cmc1Dir: Direction,
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cmc2: CanMoveCardinal?,
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cmc2Dir: Direction,
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->
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if (cmc1 == null) {
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return@c false
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}
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if (cmc2 == null) {
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return@c false
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}
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val diagonalFlags = when (val f = cf(d)) {
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null -> return@c false
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else -> f
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}
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return@c canMoveDiagonal(
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currentFlags,
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diagonalFlags,
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d,
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cmc1.canMove,
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cmc1.flags,
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cmc1Dir,
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cmc2.canMove,
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cmc2.flags,
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cmc2Dir,
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)
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}
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val southWest = checkDiagonal(
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Direction.SOUTH_WEST,
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south, Direction.WEST,
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west, Direction.SOUTH,
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)
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val southEast = checkDiagonal(
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Direction.SOUTH_EAST,
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south, Direction.EAST,
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east, Direction.SOUTH,
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)
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val northWest = checkDiagonal(
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Direction.NORTH_WEST,
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north, Direction.WEST,
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west, Direction.NORTH,
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)
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val northEast = checkDiagonal(
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Direction.NORTH_EAST,
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north, Direction.EAST,
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east, Direction.NORTH,
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)
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val e = { b: Boolean, d: Direction ->
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if (b) { spd(current, d) } else { null }
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}
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return sequenceOf(
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e(west?.canMove ?: false, Direction.WEST),
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e(east?.canMove ?: false, Direction.EAST),
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e(south?.canMove ?: false, Direction.SOUTH),
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e(north?.canMove ?: false, Direction.NORTH),
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e(southWest, Direction.SOUTH_WEST),
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e(southEast, Direction.SOUTH_EAST),
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e(northWest, Direction.NORTH_WEST),
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e(northEast, Direction.NORTH_EAST),
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).filter({ n -> n != null }).map({ n -> n!! })
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}
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fun runningPath(tiles: List<ScenePoint>): List<ScenePoint> {
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val list = mutableListOf<ScenePoint>()
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var current: Int = 0
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while (current < tiles.size) {
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list.add(tiles[current])
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current += 2
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}
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if ((tiles.size > 1) && ((tiles.size % 2) == 0)) {
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list.add(tiles.last())
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}
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return list
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}
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