#W# Initial Commit: Avatars Conquest
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260
Scripts/Engines/Pathing/SlowAStarAlgorithm.cs
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260
Scripts/Engines/Pathing/SlowAStarAlgorithm.cs
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using System;
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using Server;
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using Server.Mobiles;
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using Server.PathAlgorithms;
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using CalcMoves = Server.Movement.Movement;
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using MoveImpl = Server.Movement.MovementImpl;
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namespace Server.PathAlgorithms.SlowAStar
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{
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public struct PathNode
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{
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public int x, y, z;
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public int g, h;
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public int px, py, pz;
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public int dir;
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}
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public class SlowAStarAlgorithm : PathAlgorithm
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{
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public static PathAlgorithm Instance = new SlowAStarAlgorithm();
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private const int MaxDepth = 300;
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private const int MaxNodes = MaxDepth * 16;
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private static PathNode[] m_Closed = new PathNode[MaxNodes];
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private static PathNode[] m_Open = new PathNode[MaxNodes];
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private static PathNode[] m_Successors = new PathNode[8];
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private static Direction[] m_Path = new Direction[MaxNodes];
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private Point3D m_Goal;
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public int Heuristic( int x, int y, int z )
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{
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x -= m_Goal.X;
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y -= m_Goal.Y;
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z -= m_Goal.Z;
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x *= 11;
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y *= 11;
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return (x*x)+(y*y)+(z*z);
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}
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public override bool CheckCondition( Mobile m, Map map, Point3D start, Point3D goal )
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{
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return false;
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}
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public override Direction[] Find( Mobile m, Map map, Point3D start, Point3D goal )
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{
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m_Goal = goal;
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BaseCreature bc = m as BaseCreature;
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PathNode curNode;
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PathNode goalNode = new PathNode();
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goalNode.x = goal.X;
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goalNode.y = goal.Y;
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goalNode.z = goal.Z;
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PathNode startNode = new PathNode();
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startNode.x = start.X;
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startNode.y = start.Y;
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startNode.z = start.Z;
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startNode.h = Heuristic( startNode.x, startNode.y, startNode.z );
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PathNode[] closed = m_Closed, open = m_Open, successors = m_Successors;
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Direction[] path = m_Path;
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int closedCount = 0, openCount = 0, sucCount = 0, pathCount = 0;
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int popIndex, curF;
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int x, y, z;
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int depth = 0;
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int xBacktrack, yBacktrack, zBacktrack, iBacktrack = 0;
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open[openCount++] = startNode;
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while ( openCount > 0 )
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{
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curNode = open[0];
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curF = curNode.g + curNode.h;
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popIndex = 0;
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for ( int i = 1; i < openCount; ++i )
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{
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if ( (open[i].g + open[i].h) < curF )
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{
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curNode = open[i];
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curF = curNode.g + curNode.h;
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popIndex = i;
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}
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}
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if ( curNode.x == goalNode.x && curNode.y == goalNode.y && Math.Abs( curNode.z-goalNode.z ) < 16 )
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{
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if ( closedCount == MaxNodes )
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break;
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closed[closedCount++] = curNode;
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xBacktrack = curNode.px;
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yBacktrack = curNode.py;
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zBacktrack = curNode.pz;
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if ( pathCount == MaxNodes )
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break;
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path[pathCount++] = (Direction)curNode.dir;
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while ( xBacktrack != startNode.x || yBacktrack != startNode.y || zBacktrack != startNode.z )
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{
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bool found = false;
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for ( int j = 0; !found && j < closedCount; ++j )
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{
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if ( closed[j].x == xBacktrack && closed[j].y == yBacktrack && closed[j].z == zBacktrack )
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{
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if ( pathCount == MaxNodes )
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break;
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curNode = closed[j];
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path[pathCount++] = (Direction)curNode.dir;
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xBacktrack = curNode.px;
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yBacktrack = curNode.py;
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zBacktrack = curNode.pz;
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found = true;
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}
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}
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if ( !found )
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{
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Console.WriteLine( "bugaboo.." );
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return null;
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}
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if ( pathCount == MaxNodes )
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break;
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}
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if ( pathCount == MaxNodes )
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break;
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Direction[] dirs = new Direction[pathCount];
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while ( pathCount > 0 )
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dirs[iBacktrack++] = path[--pathCount];
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return dirs;
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}
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--openCount;
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for ( int i = popIndex; i < openCount; ++i )
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open[i] = open[i + 1];
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sucCount = 0;
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if ( bc != null )
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{
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MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
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MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
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}
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for ( int i = 0; i < 8; ++i )
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{
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switch ( i )
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{
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default:
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case 0: x = 0; y = -1; break;
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case 1: x = 1; y = -1; break;
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case 2: x = 1; y = 0; break;
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case 3: x = 1; y = 1; break;
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case 4: x = 0; y = 1; break;
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case 5: x = -1; y = 1; break;
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case 6: x = -1; y = 0; break;
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case 7: x = -1; y = -1; break;
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}
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if ( CalcMoves.CheckMovement( m, map, new Point3D( curNode.x, curNode.y, curNode.z ), (Direction)i, out z ) )
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{
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successors[sucCount].x = x + curNode.x;
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successors[sucCount].y = y + curNode.y;
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successors[sucCount++].z = z;
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}
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}
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MoveImpl.AlwaysIgnoreDoors = false;
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MoveImpl.IgnoreMovableImpassables = false;
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if ( sucCount == 0 || ++depth > MaxDepth )
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break;
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for ( int i = 0; i < sucCount; ++i )
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{
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x = successors[i].x;
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y = successors[i].y;
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z = successors[i].z;
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successors[i].g = curNode.g + 1;
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int openIndex = -1, closedIndex = -1;
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for ( int j = 0; openIndex == -1 && j < openCount; ++j )
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{
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if ( open[j].x == x && open[j].y == y && open[j].z == z )
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openIndex = j;
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}
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if ( openIndex >= 0 && open[openIndex].g < successors[i].g )
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continue;
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for ( int j = 0; closedIndex == -1 && j < closedCount; ++j )
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{
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if ( closed[j].x == x && closed[j].y == y && closed[j].z == z )
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closedIndex = j;
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}
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if ( closedIndex >= 0 && closed[closedIndex].g < successors[i].g )
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continue;
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if ( openIndex >= 0 )
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{
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--openCount;
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for ( int j = openIndex; j < openCount; ++j )
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open[j] = open[j + 1];
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}
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if ( closedIndex >= 0 )
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{
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--closedCount;
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for ( int j = closedIndex; j < closedCount; ++j )
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closed[j] = closed[j + 1];
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}
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successors[i].px = curNode.x;
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successors[i].py = curNode.y;
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successors[i].pz = curNode.z;
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successors[i].dir = (int)GetDirection( curNode.x, curNode.y, x, y );
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successors[i].h = Heuristic( x, y, z );
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if ( openCount == MaxNodes )
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break;
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open[openCount++] = successors[i];
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}
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if ( openCount == MaxNodes || closedCount == MaxNodes )
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break;
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closed[closedCount++] = curNode;
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}
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return null;
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}
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}
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}
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