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git-svn-id: svn://localhost@645 8062f311-0dae-4547-b526-b8ab9ac864a5
72 lines
2.4 KiB
C++
72 lines
2.4 KiB
C++
/**
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Game Develop - A Star Automatism Extension
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Copyright (c) 2010-2012 Florian Rival (Florian.Rival@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#ifndef MAPSEARCHNODE_H
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#define MAPSEARCHNODE_H
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#include "stlastar.h"
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/**
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* \brief MapSearchNode used by A Star algorithm.
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* Customized to use RuntimeSceneAStarDatas so as to generate map
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*/
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class MapSearchNode
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{
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public:
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int x; ///< Node X position
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int y; ///< Node Y position
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RuntimeSceneAStarDatas & context; ///< Each node must be provided a reference to runtimeSceneAStarDatas so as to be able to retrieve the "map"
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MapSearchNode(RuntimeSceneAStarDatas & context_) : x(0), y(0), context(context_) { x = y = 0; }
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MapSearchNode( RuntimeSceneAStarDatas & context_, int px, int py ) : x(px), y(py), context(context_) {}
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MapSearchNode& operator=(const MapSearchNode & other)
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{
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if ( &other != this )
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{
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x = other.x;
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y = other.y;
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}
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return *this;
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}
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float GoalDistanceEstimate( MapSearchNode &nodeGoal );
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bool IsGoal( MapSearchNode &nodeGoal );
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bool GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node );
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float GetCost( MapSearchNode &successor );
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bool IsSameState( MapSearchNode &rhs );
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void PrintNodeInfo();
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/**
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* Return the ( weight of a ) cell of the map.
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* The map does not really exists : The "cells" of the map are
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* computed on the fly using the objects on the scene ( RuntimeSceneAStarDatas::objects precisely )
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*/
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int GetCellOfMapAt( int x, int y );
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};
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#endif // MAPSEARCHNODE_H
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