public bool isAreaSafe(PathNode node)
        {
            if (realMap[node.x,node.y] <= 5.0)
            {
                return true;
            }

            return false;
        }
        public A_Star(int[,] gridT, int startXT, int startYT, int targetXT, int targetYT)
            : base(gridT, startXT, startYT, targetXT, targetYT)
        {
            grid = gridT;
            startX = startXT;
            startY = startYT;
            targetX = targetXT;
            targetY = targetYT;

            if (((startX == targetX) && (startY == targetY)) == false)
            {

                bool found = false; // used to determine if path is found

                // creates the start node
                Node current = new Node();
                current.x = startX;
                current.y = startY;

                //creates the target node
                targetNode = new Node();
                targetNode.x = targetX;
                targetNode.y = targetY;

                open.Add(current);

                do
                {
                    // This call places the lowest f at the bottom
                    open.Sort(
                    delegate(Node x, Node y)
                    {
                        return x.f() - y.f();
                    });

                    // Get the node with the lowest TotalCost
                    current = open[0];

                    if (current.x == targetNode.x)
                    {
                        if (current.y == targetNode.y)
                        {
                            found = true;
                            break;
                        }
                    }

                    checkAdjacent(current.x, current.y, open, closed, current);

                    //remove a from the open list and move into the 'closed' list
                    open.Remove(current);
                    closed.Add(current);

                } while (open.Count > 0); // Keeps going until the open list is empty

                // if a path was found the path is worked out then returned
                if (found == true)
                {
                    foreach (Node n in closed)
                    {
                        PathNode pathNode = new PathNode();
                        pathNode.x = current.x;
                        pathNode.y = current.y;

                        pathNodes.Add(pathNode);

                        if( current.parent == null)
                        {
                            break;
                        }
                        current = current.parent;
                    }
                }
            }
        }
        public void traverseMapDstar(int startXt, int startYt, int endXt, int endYt)
        {
            steps = 0;

            startX = startXt;
            startY = startYt;
            targetX = endXt;
            targetY = endYt;
            positionX = startX;
            positionY = startY;

            atTarget = false;

            D_Star search = new D_Star(map.getMap(), positionX, positionY, targetX, targetY);

            //Add In start Node
            PathNode startNode = new PathNode();
            startNode.x = startX;
            startNode.y = startY;
            takenPath.Add(startNode);

            do
            {
                search.updateStart(positionX, positionY);
                search.replan(map.getMap());
                givenPath = search.getPath();

                do
                {
                    sensorManager.updateFrontView(positionX, positionY, previousX, previousY);

                    if (steps >= stepLimit)
                    {
                        atTarget = true;
                        break;
                    }
                    steps++;

                    if ((positionX == targetX) && (positionY == targetY))
                    {
                        atTarget = true;
                        break;
                    }
                    if (givenPath.Count == 0)
                    {
                        atTarget = true;
                        break;
                    }
                    PathNode nextNode = givenPath.Last();
                    givenPath.Remove(nextNode);

                    if (sensorManager.isAreaSafe(nextNode) == true)
                    {
                        map.setNode(nextNode.x, nextNode.y, 40);

                        previousX = positionX;
                        previousY = positionY;
                        positionX = nextNode.x;
                        positionY = nextNode.y;
                        takenPath.Add(nextNode);

                        sensorManager.updateOwnLocation(positionX, positionY);
                    }
                    else
                    {
                        givenPath.Clear();
                        map.setNode(nextNode.x, nextNode.y, 99999);
                        sensorManager.updateOwnLocation(nextNode.x, nextNode.y);
                        break;
                    }
                } while (true);
            } while (atTarget == false);

            sensorManager.updateFrontView(positionX, positionY, previousX, previousY);
            generatePathImage();
            generateRoverImage();
        }
        public void computeShortestPath()
        {
            open.Clear();
            closed.Clear();

            if (((startX == targetX) && (startY == targetY)) == false)
            {

                bool found = false; // used to determine if path is found

                //puts the start item in list
                open.Add(current);

                do
                {
                    // This call places the lowest f at the bottom
                    open.Sort(
                    delegate(Node x, Node y)
                    {
                        return x.f() - y.f();
                    });

                    // Get the node with the lowest TotalCost
                    current = open[0];

                    if (current.x == target.x)
                    {
                        if (current.y == target.y)
                        {
                            found = true;
                            break;
                        }
                    }

                    checkAdjacent(current.x, current.y, open, closed, current);

                    //remove a from the open list and move into the 'closed' list
                    open.Remove(current);
                    closed.Add(current);

                } while (open.Count > 0); // Keeps going until the open list is empty

                // if a path was found the path is worked out then returned
                if (found == true)
                {
                    foreach (Node n in closed)
                    {
                        PathNode pathNode = new PathNode();
                        pathNode.x = current.x;
                        pathNode.y = current.y;

                        pathNodes.Add(pathNode);

                        if (current.parent == null)
                        {
                            break;
                        }
                        current = current.parent;
                    }
                }
            }
        }