public static PathSearch FromPoint( World world, MobileInfo mi, int2 from, int2 target, bool checkForBlocked ) { var search = new PathSearch(world, mi) { heuristic = DefaultEstimator( target ), checkForBlocked = checkForBlocked }; search.AddInitialCell( world, from ); return search; }
public static PathSearch FromPoint( Actor self, int2 from, int2 target, bool checkForBlocked ) { var search = new PathSearch(self) { heuristic = DefaultEstimator( target ), checkForBlocked = checkForBlocked }; search.AddInitialCell( self.World, from ); return search; }
public static PathSearch FromPoints(World world, MobileInfo mi, IEnumerable<int2> froms, int2 target, bool checkForBlocked) { var search = new PathSearch(world, mi) { heuristic = DefaultEstimator(target), checkForBlocked = checkForBlocked }; foreach (var sl in froms) search.AddInitialCell(world, sl); return search; }
public static PathSearch Search( World world, MobileInfo mi, bool checkForBlocked ) { var search = new PathSearch(world, mi) { checkForBlocked = checkForBlocked }; return search; }
public static PathSearch FromPoint( World world, int2 from, int2 target, UnitMovementType umt, bool checkForBlocked ) { var search = new PathSearch(world) { heuristic = DefaultEstimator( target ), umt = umt, checkForBlocked = checkForBlocked }; search.AddInitialCell( world, from ); return search; }
public static PathSearch Search( Actor self, bool checkForBlocked ) { var search = new PathSearch(self) { checkForBlocked = checkForBlocked }; return search; }