public Dictionary <int, int> getCostMap(int cellId, WARGrid grid)
        {
            // the map itself
            var map = new Dictionary <int, int>();
            // Queue to store the cells to process starting with out target cellId
            var opened = new Queue <enqueued>();

            opened.Enqueue(new enqueued {
                id = cellId, cost = 0
            });
            // the cells we've seen before
            var closed = new HashSet <int>();

            // make sure we dont come back to the origin
            closed.Add(cellId);

            // while we have cells left to process
            while (opened.Count > 0)
            {
                // get the next cell to process
                var cell = opened.Dequeue();

                // assign the cost to the map
                map.Add(cell.id, cell.cost);

                foreach (var neighbor in grid.GetCell(cell.id).neighbors)
                {
                    // if we're looking at a cell for the first time
                    if (!closed.Contains(neighbor))
                    {
                        // process their children
                        opened.Enqueue(new enqueued {
                            id = neighbor, cost = cell.cost + 1
                        });
                        // and add it to the list of cells we've processed
                        closed.Add(neighbor);
                    }
                }
            }

            // return the map we just filled
            return(map);
        }
        public List <int> findPath(int source, int target, WARGrid grid)
        {
            // create the cost map for our source and target
            var sourceCostMap = getCostMap(source, grid);
            var targetCostMap = getCostMap(target, grid);

            // traverse our grid using cost maps to determine path

            // path to return
            var path = new List <int>();

            // map from cellId to the Node representing it
            var nodeMap = new Dictionary <int, Node>();

            nodeMap.Add(source, new Node(source));

            // map to store the cell costs
            var finalCostMap = new Dictionary <int, int>();

            finalCostMap.Add(source, cellCost(source, sourceCostMap, targetCostMap, grid));

            // set of nodes we need to process
            var opened = new List <int> {
                source
            };
            // set of nodes we have processed
            var closed = new List <int>();

            // while there are still cells to process
            while (opened.Count > 0)
            {
                // find the cell with the lowest cost
                var cell = opened.Aggregate(
                    (min, id) => {
                    return(finalCostMap[id] < finalCostMap[min] ? id : min);
                }
                    );

                // remove the cell with the lowest cost and add it to closed
                opened.Remove(cell);
                closed.Add(cell);

                // if we found the current target then we have done our job
                if (cell == target)
                {
                    // create the path by walking parents of final node
                    path = getPathFromNodes(nodeMap[cell]).Select(node => node.id).ToList();
                    // then reverse it because we calculated the path from target to start
                    path.Reverse();
                    return(path);
                }

                // determine if we add our neighbors to the traversal path
                foreach (var neighbor in grid.GetCell(cell).neighbors.Where(id => !closed.Contains(id)))
                {
                    // if we have not opened this cell, or the path to this cell is shorter than previously found
                    if (!opened.Contains(neighbor) || getPathFromNodes(nodeMap[cell]).Count + 1 < getPathFromNodes(nodeMap[neighbor]).Count)
                    {
                        // add the neighbor to the nodeMap, linking its parent to the node at cell
                        nodeMap.Add(neighbor, new Node(neighbor, nodeMap[cell]));
                        // add  the neighbor to the final cost map using cellCost
                        finalCostMap.Add(neighbor, cellCost(neighbor, sourceCostMap, targetCostMap, grid));
                        // if we haven't opened this neighbor already, open it
                        if (!opened.Contains(neighbor))
                        {
                            opened.Add(neighbor);
                        }
                    }
                }
            }
            Debug.LogError("Reached end of Astar traversal without finding target");
            return(path);
        }