* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
272 lines
7.1 KiB
C#
272 lines
7.1 KiB
C#
using System;
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using Server.Mobiles;
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namespace Server.PathAlgorithms
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{
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public class SlowAStarAlgorithm : PathAlgorithm
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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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private const int MaxDepth = 300;
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private const int MaxNodes = MaxDepth * 16;
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public static PathAlgorithm Instance = new SlowAStarAlgorithm();
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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) => false;
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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;
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int pathCount = 0;
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int depth = 0;
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int 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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int curF = curNode.g + curNode.h;
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int popIndex = 0;
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for (int i = 1; i < openCount; ++i)
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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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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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int xBacktrack = curNode.px;
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int yBacktrack = curNode.py;
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int 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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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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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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int sucCount = 0;
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if (bc != null)
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{
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MovementImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
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MovementImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
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}
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MovementImpl.Goal = goal;
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int x;
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int y;
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int z;
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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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x = 0;
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y = -1;
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break;
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case 1:
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x = 1;
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y = -1;
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break;
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case 2:
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x = 1;
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y = 0;
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break;
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case 3:
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x = 1;
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y = 1;
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break;
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case 4:
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x = 0;
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y = 1;
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break;
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case 5:
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x = -1;
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y = 1;
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break;
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case 6:
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x = -1;
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y = 0;
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break;
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case 7:
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x = -1;
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y = -1;
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break;
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}
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if (Movement.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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MovementImpl.AlwaysIgnoreDoors = false;
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MovementImpl.IgnoreMovableImpassables = false;
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MovementImpl.Goal = Point3D.Zero;
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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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if (open[j].x == x && open[j].y == y && open[j].z == z)
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openIndex = j;
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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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if (closed[j].x == x && closed[j].y == y && closed[j].z == z)
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closedIndex = j;
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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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