PathFinder got some big changes (PathSearch)
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@@ -27,22 +27,6 @@ namespace OpenRa.Game
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: float.PositiveInfinity;
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}
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public List<int2> FindUnitPath(int2 src, int2 dest, UnitMovementType umt)
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{
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using (new PerfSample("find_unit_path"))
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return FindUnitPath(src, DefaultEstimator(dest), umt);
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}
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public List<int2> FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range)
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{
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var tilesInRange = Game.FindTilesInCircle(dest, range)
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.Where(t => Game.IsCellBuildable(t, umt));
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var path = FindUnitPath(tilesInRange, DefaultEstimator(src), umt);
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path.Reverse();
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return path;
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}
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bool IsBlocked(int2 from, UnitMovementType umt)
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{
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for (int v = -1; v < 2; v++)
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@@ -57,103 +41,63 @@ namespace OpenRa.Game
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return true;
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}
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public List<int2> FindUnitPath( int2 from, int2 target, UnitMovementType umt )
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{
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using( new PerfSample( "find_unit_path" ) )
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return FindPath( PathSearch.FromPoint( from, target, umt, false ) );
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}
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public List<int2> FindUnitPathToRange( int2 src, int2 target, UnitMovementType umt, int range )
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{
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using( new PerfSample( "find_unit_path_multiple_src" ) )
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{
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var tilesInRange = Game.FindTilesInCircle( src, range )
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.Where( t => Game.IsCellBuildable( t, umt ) );
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var path = FindPath( PathSearch.FromPoints( tilesInRange, target, umt, false ));
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path.Reverse();
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return path;
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}
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}
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public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
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{
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using (new PerfSample("find_path_to_path"))
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{
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if (IsBlocked(from, umt))
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return new List<int2>();
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if( IsBlocked( from, umt ) )
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return new List<int2>();
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CellInfo[,] cellInfo = null;
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var queue = new PriorityQueue<PathDistance>();
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var estimator = DefaultEstimator(from);
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var cost = 0.0f;
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var prev = path[0];
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for (int i = 0; i < path.Count; i++)
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{
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var sl = path[i];
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if ( /*i == 0 || */(Game.BuildingInfluence.CanMoveHere(path[i]) && Game.UnitInfluence.GetUnitAt(path[i]) == null))
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{
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queue.Add(new PathDistance(estimator(sl), sl));
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if (cellInfo == null)
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cellInfo = InitCellInfo();
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cellInfo[sl.X, sl.Y] = new CellInfo(cost, prev, false);
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}
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var d = sl - prev;
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cost += ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * passableCost[(int)umt][sl.X, sl.Y];
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prev = sl;
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}
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if (queue.Empty) return new List<int2>();
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var h2 = DefaultEstimator(path[0]);
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var otherQueue = new PriorityQueue<PathDistance>();
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otherQueue.Add(new PathDistance(h2(from), from));
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var otherCellInfo = InitCellInfo();
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otherCellInfo[from.X, from.Y] = new CellInfo( 0, from, false );
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var ret = FindBidiPath(cellInfo, otherCellInfo, queue, otherQueue, estimator, h2, umt, true);
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return ret;
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}
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using( new PerfSample( "find_path_to_path" ) )
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return FindBidiPath(
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PathSearch.FromPath( path, from, umt, true ),
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PathSearch.FromPoint( from, path[ 0 ], umt, true ) );
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}
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public List<int2> FindUnitPath( int2 unitLocation, Func<int2,float> estimator, UnitMovementType umt )
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{
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return FindUnitPath( new[] { unitLocation }, estimator, umt );
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}
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public List<int2> FindUnitPath( IEnumerable<int2> startLocations, Func<int2, float> estimator, UnitMovementType umt )
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{
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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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foreach (var sl in startLocations)
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{
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queue.Add(new PathDistance(estimator(sl), sl));
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cellInfo[sl.X, sl.Y].MinCost = 0;
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}
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return FindPath( cellInfo, queue, estimator, umt, false );
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}
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List<int2> FindPath( CellInfo[ , ] cellInfo, PriorityQueue<PathDistance> queue, Func<int2, float> estimator, UnitMovementType umt, bool checkForBlock )
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public List<int2> FindPath( PathSearch search )
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{
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int nodesExpanded = 0;
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using (new PerfSample("find_path_inner"))
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{
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while (!queue.Empty)
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while (!search.queue.Empty)
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{
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PathDistance p = queue.Pop();
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cellInfo[p.Location.X, p.Location.Y].Seen = true;
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var p = search.Expand( passableCost );
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if (estimator(p.Location) == 0)
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if (search.heuristic(p) == 0)
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{
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PerfHistory.Increment("nodes_expanded", nodesExpanded * .01);
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return MakePath(cellInfo, p.Location);
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return MakePath(search.cellInfo, p);
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}
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nodesExpanded++;
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ExpandNode(cellInfo, queue, p, umt, checkForBlock, estimator);
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PerfHistory.Increment( "nodes_expanded", nodesExpanded * .01 );
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}
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PerfHistory.Increment("nodes_expanded", nodesExpanded * .01);
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// no path exists
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return new List<int2>();
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}
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}
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static CellInfo[ , ] InitCellInfo()
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{
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var cellInfo = new CellInfo[ 128, 128 ];
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for( int x = 0 ; x < 128 ; x++ )
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for( int y = 0 ; y < 128 ; y++ )
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cellInfo[ x, y ] = new CellInfo( float.PositiveInfinity, new int2( x, y ), false );
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return cellInfo;
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}
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List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination )
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static List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination )
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{
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List<int2> ret = new List<int2>();
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int2 pathNode = destination;
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@@ -165,112 +109,60 @@ namespace OpenRa.Game
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}
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ret.Add(pathNode);
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CheckSanePath(ret);
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return ret;
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}
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static Func<int2, float> DefaultEstimator(int2 destination)
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{
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return here =>
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{
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int2 d = ( here - destination ).Abs();
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int diag = Math.Min( d.X, d.Y );
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int straight = Math.Abs( d.X - d.Y );
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return 1.5f * diag + straight;
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};
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}
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void ExpandNode(CellInfo[,] ci, PriorityQueue<PathDistance> q, PathDistance p, UnitMovementType umt, bool checkForBlock, Func<int2, float> h)
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{
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foreach (int2 d in Util.directions)
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{
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int2 newHere = p.Location + d;
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if (ci[newHere.X, newHere.Y].Seen)
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continue;
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if (passableCost[(int)umt][newHere.X, newHere.Y] == float.PositiveInfinity)
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continue;
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if (!Game.BuildingInfluence.CanMoveHere(newHere))
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continue;
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if (checkForBlock && Game.UnitInfluence.GetUnitAt(newHere) != null)
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continue;
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var est = h(newHere);
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if (est == float.PositiveInfinity)
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continue;
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float cellCost = ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * passableCost[(int)umt][newHere.X, newHere.Y];
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float newCost = ci[p.Location.X, p.Location.Y].MinCost + cellCost;
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if (newCost >= ci[newHere.X, newHere.Y].MinCost)
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continue;
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ci[newHere.X, newHere.Y].Path = p.Location;
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ci[newHere.X, newHere.Y].MinCost = newCost;
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q.Add(new PathDistance(newCost + est, newHere));
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}
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}
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List<int2> FindBidiPath( /* searches from both ends toward each other */
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CellInfo[,] ca,
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CellInfo[,] cb,
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PriorityQueue<PathDistance> qa,
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PriorityQueue<PathDistance> qb,
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Func<int2, float> ha,
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Func<int2, float> hb,
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UnitMovementType umt,
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bool checkForBlocked)
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PathSearch fromSrc,
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PathSearch fromDest)
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{
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while (!qa.Empty && !qb.Empty)
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while (!fromSrc.queue.Empty && !fromDest.queue.Empty)
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{
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{ /* make some progress on the first search */
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var p = qa.Pop();
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ca[p.Location.X, p.Location.Y].Seen = true;
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/* make some progress on the first search */
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var p = fromSrc.Expand( passableCost );
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if (fromDest.cellInfo[p.X, p.Y].MinCost < float.PositiveInfinity)
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return MakeBidiPath(fromSrc, fromDest, p);
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if (cb[p.Location.X, p.Location.Y].MinCost < float.PositiveInfinity)
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return MakeBidiPath(ca, cb, p.Location);
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else
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ExpandNode(ca, qa, p, umt, checkForBlocked, ha);
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}
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{ /* make some progress on the second search */
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var p = qb.Pop();
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cb[p.Location.X, p.Location.Y].Seen = true;
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//if (ca[p.Location.X, p.Location.Y].MinCost < float.PositiveInfinity)
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// return MakeBidiPath(ca, cb, p.Location);
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//else
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ExpandNode(cb, qb, p, umt, checkForBlocked, hb);
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}
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/* make some progress on the second search */
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fromDest.Expand( passableCost );
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}
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return new List<int2>();
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}
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static List<int2> MakeBidiPath(CellInfo[,] ca, CellInfo[,] cb, int2 p)
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static List<int2> MakeBidiPath(PathSearch a, PathSearch b, int2 p)
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{
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var a = new List<int2>();
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var ca = a.cellInfo;
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var cb = b.cellInfo;
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var ret = new List<int2>();
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var q = p;
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while (ca[q.X, q.Y].Path != q)
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{
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a.Add( q );
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ret.Add( q );
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q = ca[ q.X, q.Y ].Path;
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}
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a.Reverse();
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ret.Reverse();
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q = p;
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while (cb[q.X, q.Y].Path != q)
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{
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q = cb[q.X, q.Y].Path;
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a.Add(q);
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ret.Add(q);
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}
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CheckSanePath( a );
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return a;
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CheckSanePath( ret );
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return ret;
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}
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[System.Diagnostics.Conditional( "SANITY_CHECKS" )]
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static void CheckSanePath( List<int2> path )
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{
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