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Searched refs:PathCalculator (Results 1 – 21 of 21) sorted by relevance

/dports/games/lordsawar/lordsawar-0.3.2/src/
H A DPathCalculator.cpp35 void PathCalculator::populateNodeMap() in populateNodeMap()
104 PathCalculator::PathCalculator(const Stack *s, bool zig, int city_avoidance, int stack_avoidance) in PathCalculator() function in PathCalculator
112 PathCalculator::PathCalculator(Player *p, Vector<int> src, const ArmyProdBase *prodbase, bool zig, … in PathCalculator() function in PathCalculator
142 PathCalculator::PathCalculator(const Stack &s, bool zig, int city_avoidance, int stack_avoidance) in PathCalculator() function in PathCalculator
157 PathCalculator::PathCalculator(const PathCalculator &p) in PathCalculator() function in PathCalculator
281 bool PathCalculator::calcFinalMoves(Vector<int> pos) in calcFinalMoves()
376 PathCalculator::~PathCalculator() in ~PathCalculator()
432 bool PathCalculator::isBlocked(Vector<int> pos) in isBlocked()
437 int PathCalculator::calculate(Vector<int> dest, bool zig) in calculate()
568 void PathCalculator::dumpNodeMap(Vector<int> dest) in dumpNodeMap()
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H A DPathCalculator.h35 class PathCalculator
40PathCalculator(const Stack *s, bool zigzag = true, int enemy_city_avoidance = -1, int enemy_stack_…
43PathCalculator(const Stack &s, bool zigzag = true, int enemy_city_avoidance = -1, int enemy_stack_…
46PathCalculator(Player *p, Vector<int> src, const ArmyProdBase *prodbase = NULL, bool zigzag = true…
49 PathCalculator(const PathCalculator&);
52 ~PathCalculator();
H A DRoadPathCalculator.cpp38 path_calculator = new PathCalculator(stack, false); in RoadPathCalculator()
44 path_calculator = new PathCalculator(*r.path_calculator); in RoadPathCalculator()
77 path_calculator = new PathCalculator(stack, false); in regenerate()
H A DRoadPathCalculator.h27 class PathCalculator; variable
65 PathCalculator *path_calculator;
H A Dgamebigmap.h38 class PathCalculator; variable
109 PathCalculator *path_calculator;
H A Dpath.cpp119 if (PathCalculator::isBlocked(s, *it, enemy_city_avoidance, in checkPath()
254 PathCalculator pc = PathCalculator(s, zigzag, enemy_city_avoidance, in calculate()
H A Dgamebigmap.cpp258 path_calculator = new PathCalculator(stack); in mouse_button_event()
663 path_calculator = new PathCalculator(stack); in determine_mouse_cursor()
972 PathCalculator pc(stack); in after_draw()
1132 path_calculator = new PathCalculator(s); in reset_path_calculator()
H A DMakefile.am58 PathCalculator.cpp PathCalculator.h \
H A Dai_fast.cpp360 PathCalculator pc(src); in findNearOwnStackToJoin()
591 PathCalculator pc(s, true, 10, -1); in computerTurn()
H A DLocationList.h154 PathCalculator pc(stack, true, 0, 0); in getClosestObject()
H A DMakefile.in128 path.lo PathCalculator.lo RoadPathCalculator.lo player.lo \
221 ./$(DEPDIR)/OwnerId.Plo ./$(DEPDIR)/PathCalculator.Plo \
H A Dplayer.cpp3114 PathCalculator pc(c->getOwner(), c->getPos()); in safeFromAttack()
3130 PathCalculator pc(s); in AI_maybeDisband()
3248 PathCalculator pc1(c->getOwner(), c->getPos(), proto); in AI_maybeVector()
3256 PathCalculator pc2(c->getOwner(), near_city->getPos(), proto); in AI_maybeVector()
3303 PathCalculator pc(this, dest, NULL); in AI_setupVectoring()
4130 PathCalculator *path_calculator = new PathCalculator(stack); in setPathOfStackToPreviousDestination()
H A Dcitylist.cpp320 PathCalculator pc(stack, true, 0, 0); in getClosestCity()
H A DGameMap.cpp2295 PathCalculator pc(&s, true, 10, 10); in checkCityAccessibility()
/dports/games/abstreet/fast_paths-192ae1997f9857791826ac5ed16892b2f692920c/src/
H A Dpath_calculator.rs32 pub struct PathCalculator { struct
42 impl PathCalculator { argument
44 PathCalculator { in new()
235 PathCalculator::unpack_fwd( in unpack_fwd()
241 PathCalculator::unpack_bwd( in unpack_fwd()
248 PathCalculator::unpack_bwd( in unpack_fwd()
254 PathCalculator::unpack_fwd( in unpack_fwd()
269 PathCalculator::unpack_fwd( in unpack_bwd()
275 PathCalculator::unpack_bwd( in unpack_bwd()
282 PathCalculator::unpack_bwd( in unpack_bwd()
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H A Dlib.rs32 pub use crate::path_calculator::PathCalculator;
73 let mut calc = PathCalculator::new(fast_graph.get_num_nodes()); in calc_path()
80 pub fn create_calculator(fast_graph: &FastGraph) -> PathCalculator { in create_calculator() argument
81 PathCalculator::new(fast_graph.get_num_nodes()) in create_calculator()
121 use crate::path_calculator::PathCalculator;
304 let mut path_calculator = PathCalculator::new(fast_graph.get_num_nodes()); in run_performance_test_dist_fixed_ordering()
325 let mut path_calculator = PathCalculator::new(fast_graph.get_num_nodes()); in run_performance_test()
/dports/games/abstreet/abstreet-0.2.9-49-g74aca40c0/map_model/src/pathfind/
H A Ddriving.rs5 use fast_paths::{deserialize_32, serialize_32, FastGraph, InputGraph, PathCalculator};
20 path_calc: ThreadLocal<RefCell<PathCalculator>>,
H A Dwalking.rs7 use fast_paths::{deserialize_32, serialize_32, FastGraph, InputGraph, PathCalculator};
23 path_calc: ThreadLocal<RefCell<PathCalculator>>,
/dports/games/maxr/maxr-0.2.9/src/game/logic/
H A Dmovejobs.cpp580 cPathCalculator PathCalculator (source, destination, *Map, *Vehicle); in calcPath() local
581 Waypoints = PathCalculator.calcPath(); in calcPath()
922 cPathCalculator PathCalculator (source, destination, map, vehicle, group); in calcPath() local
923 sWaypoint* waypoints = PathCalculator.calcPath(); in calcPath()
/dports/games/abstreet/fast_paths-192ae1997f9857791826ac5ed16892b2f692920c/
H A DREADME.md56 …aths the method described above is inefficient. You should keep the `PathCalculator` object to exe…
/dports/games/lordsawar/lordsawar-0.3.2/
H A DChangeLog52 * added moves_left to the out variables of PathCalculator::calculate.