/dports/games/lordsawar/lordsawar-0.3.2/src/ |
H A D | PathCalculator.cpp | 35 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() [all …]
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H A D | PathCalculator.h | 35 class PathCalculator 40 …PathCalculator(const Stack *s, bool zigzag = true, int enemy_city_avoidance = -1, int enemy_stack_… 43 …PathCalculator(const Stack &s, bool zigzag = true, int enemy_city_avoidance = -1, int enemy_stack_… 46 …PathCalculator(Player *p, Vector<int> src, const ArmyProdBase *prodbase = NULL, bool zigzag = true… 49 PathCalculator(const PathCalculator&); 52 ~PathCalculator();
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H A D | RoadPathCalculator.cpp | 38 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()
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H A D | RoadPathCalculator.h | 27 class PathCalculator; variable 65 PathCalculator *path_calculator;
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H A D | gamebigmap.h | 38 class PathCalculator; variable 109 PathCalculator *path_calculator;
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H A D | path.cpp | 119 if (PathCalculator::isBlocked(s, *it, enemy_city_avoidance, in checkPath() 254 PathCalculator pc = PathCalculator(s, zigzag, enemy_city_avoidance, in calculate()
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H A D | gamebigmap.cpp | 258 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()
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H A D | Makefile.am | 58 PathCalculator.cpp PathCalculator.h \
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H A D | ai_fast.cpp | 360 PathCalculator pc(src); in findNearOwnStackToJoin() 591 PathCalculator pc(s, true, 10, -1); in computerTurn()
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H A D | LocationList.h | 154 PathCalculator pc(stack, true, 0, 0); in getClosestObject()
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H A D | Makefile.in | 128 path.lo PathCalculator.lo RoadPathCalculator.lo player.lo \ 221 ./$(DEPDIR)/OwnerId.Plo ./$(DEPDIR)/PathCalculator.Plo \
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H A D | player.cpp | 3114 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()
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H A D | citylist.cpp | 320 PathCalculator pc(stack, true, 0, 0); in getClosestCity()
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H A D | GameMap.cpp | 2295 PathCalculator pc(&s, true, 10, 10); in checkCityAccessibility()
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/dports/games/abstreet/fast_paths-192ae1997f9857791826ac5ed16892b2f692920c/src/ |
H A D | path_calculator.rs | 32 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() [all …]
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H A D | lib.rs | 32 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()
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/dports/games/abstreet/abstreet-0.2.9-49-g74aca40c0/map_model/src/pathfind/ |
H A D | driving.rs | 5 use fast_paths::{deserialize_32, serialize_32, FastGraph, InputGraph, PathCalculator}; 20 path_calc: ThreadLocal<RefCell<PathCalculator>>,
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H A D | walking.rs | 7 use fast_paths::{deserialize_32, serialize_32, FastGraph, InputGraph, PathCalculator}; 23 path_calc: ThreadLocal<RefCell<PathCalculator>>,
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/dports/games/maxr/maxr-0.2.9/src/game/logic/ |
H A D | movejobs.cpp | 580 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()
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/dports/games/abstreet/fast_paths-192ae1997f9857791826ac5ed16892b2f692920c/ |
H A D | README.md | 56 …aths the method described above is inefficient. You should keep the `PathCalculator` object to exe…
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/dports/games/lordsawar/lordsawar-0.3.2/ |
H A D | ChangeLog | 52 * added moves_left to the out variables of PathCalculator::calculate.
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