Пример #1
0
        /// <summary>
        /// Returns if the action is even possible.
        /// </summary>
        /// <returns> True if the Building is buildable at the current position, otherwise false.</returns>
        public override bool Possible()
        {
            var action         = (Core.Models.Action)Model;
            var entityPosition = (PositionI)action.Parameters[CREATE_POSITION];
            var region         = Controller.Instance.RegionManagerController.GetRegion(entityPosition.RegionPosition);
            var type           = (long)action.Parameters[CREATION_TYPE];
            var entityDef      = Controller.Instance.DefinitionManagerController.DefinitionManager.GetDefinition((EntityType)type);
            var account        = action.Account;
            var list           = new List <long>();

            if (account != null)
            {
                account.BuildableBuildings.TryGetValue((long)Models.Definitions.EntityType.Headquarter, out list);

                if (list != null)
                {
                    if (list.Contains(type))
                    {
                        if (region.GetEntity(entityPosition.CellPosition) == null &&
                            region.GetClaimedTerritory(entityPosition) == account)
                        {
                            // check for free tile and the terrain is possesed from the current player
                            var td = (TerrainDefinition)region.GetTerrain(entityPosition.CellPosition);
                            return(td.Buildable && LogicRules.CheckResource(account, action.ActionTime, entityDef));
                        }
                    }
                }
            }
            return(false);
        }
Пример #2
0
        /// <summary>
        /// Apply action-related changes to the world.
        /// </summary>
        /// <returns> Returns <see cref="System.Collections.Concurrent.ConcurrentBag"/> class with the affected region./></returns>
        public override ConcurrentBag <Core.Models.Region> Do()
        {
            var action            = (Core.Models.Action)Model;
            var entityPosition    = (PositionI)action.Parameters[CREATE_POSITION];
            var region            = Controller.Instance.RegionManagerController.GetRegion(entityPosition.RegionPosition);
            var entityCellPostion = entityPosition.CellPosition;
            var type = (long)action.Parameters[CREATION_TYPE];

            var entityDef    = Controller.Instance.DefinitionManagerController.DefinitionManager.GetDefinition((EntityType)type);
            var entityHealth = ((UnitDefinition)entityDef).Health;
            var entityMoves  = ((UnitDefinition)entityDef).Moves;

            // create the new entity and link to the correct account
            var entity = new Core.Models.Entity(
                IdGenerator.GetId(),
                entityDef,
                action.Account,
                entityPosition,
                entityHealth,
                entityMoves);

            entity.Position = entityPosition;
            region.AddEntity(action.ActionTime, entity);

            action.Account.Buildings.Add(entity.Position, type);
            LogicRules.IncreaseResourceGeneration(action.Account, action.ActionTime, entity.Position, Controller.Instance.RegionManagerController);
            LogicRules.EnableBuildOptions(type, action.Account);
            LogicRules.IncreaseStorage(action.Account, entity);
            LogicRules.ConsumeResource(action.Account, action.ActionTime, entityDef);

            return(new ConcurrentBag <Core.Models.Region>()
            {
                region
            });
        }
Пример #3
0
        /// <summary>
        /// Returns if the action is even possible.
        /// </summary>
        /// <returns> True if the Building is buildable at the current position, otherwise false.</returns>
        public override bool Possible()
        {
            var regionManagerC = Controller.Instance.RegionManagerController;

            var action    = (Core.Models.Action)Model;
            var positionI = (PositionI)action.Parameters[CREATE_POSITION];
            var type      = (long)action.Parameters[CREATION_TYPE];
            var entity    = Controller.Instance.RegionManagerController.GetRegion(positionI.RegionPosition).GetEntity(positionI.CellPosition);
            var list      = new List <long>();

            if (entity != null)
            {
                action.Account.BuildableBuildings.TryGetValue(entity.DefinitionID, out list);

                if (list != null)
                {
                    if (action.AccountID == entity.OwnerID && list.Contains(type))
                    {
                        RealCreatePosition = GetFreeField(positionI, regionManagerC);

                        return(RealCreatePosition != null && LogicRules.CheckResource(action.Account, action.ActionTime, Controller.Instance.DefinitionManagerController.DefinitionManager.GetDefinition((EntityType)type)));
                    }
                }
            }
            return(false);
        }
Пример #4
0
        public void StorageTest()
        {
            var acc = GetTestAcc();

            var oldEnergy     = acc.Energy.MaximumValue;
            var oldPopulation = acc.Population.MaximumValue;
            var oldPlutonium  = acc.Population.MaximumValue;
            var oldScrap      = acc.Scrap.MaximumValue;
            var oldTechnology = acc.Technology.MaximumValue;

            LogicRules.IncreaseWholeStorage(acc);

            Assert.AreNotEqual(oldEnergy, acc.Energy.MaximumValue);
            Assert.AreNotEqual(oldPopulation, acc.Population.MaximumValue);
            Assert.AreNotEqual(oldPlutonium, acc.Plutonium.MaximumValue);
            Assert.AreNotEqual(oldScrap, acc.Scrap.MaximumValue);
            Assert.AreNotEqual(oldTechnology, acc.Technology.MaximumValue);

            LogicRules.DecreaseWholeStorage(acc);

            Assert.AreEqual(oldEnergy, acc.Energy.MaximumValue);
            Assert.AreEqual(oldPopulation, acc.Population.MaximumValue);
            Assert.AreEqual(oldPlutonium, acc.Plutonium.MaximumValue);
            Assert.AreEqual(oldScrap, acc.Scrap.MaximumValue);
            Assert.AreEqual(oldTechnology, acc.Technology.MaximumValue);

            // Increase and Decrease Scrap Strorage
            var entity = new Entity(336, Core.Models.Definitions.EntityType.Scrapyard, acc, new PositionI(new Position(new LatLon(50.97695325, 11.02396488))), 100, 0);

            LogicRules.IncreaseStorage(acc, entity);

            Assert.AreNotEqual(oldScrap, acc.Scrap.MaximumValue);

            LogicRules.DecreasStorage(acc, entity);

            Assert.AreEqual(oldScrap, acc.Scrap.MaximumValue);

            // Increase and Decrease Population Strorage
            entity = new Entity(342, Core.Models.Definitions.EntityType.Tent, acc, new PositionI(new Position(new LatLon(50.97695325, 11.02396488))), 100, 0);

            LogicRules.IncreaseStorage(acc, entity);

            Assert.AreNotEqual(oldPopulation, acc.Population.MaximumValue);

            LogicRules.DecreasStorage(acc, entity);

            Assert.AreEqual(oldPopulation, acc.Population.MaximumValue);

            // Increase and Decrease Energy Strorage
            entity = new Entity(330, Core.Models.Definitions.EntityType.Transformer, acc, new PositionI(new Position(new LatLon(50.97695325, 11.02396488))), 100, 0);

            LogicRules.IncreaseStorage(acc, entity);

            Assert.AreNotEqual(oldEnergy, acc.Energy.MaximumValue);

            LogicRules.DecreasStorage(acc, entity);

            Assert.AreEqual(oldEnergy, acc.Energy.MaximumValue);
        }
Пример #5
0
        /// <summary>
        /// Get a list of algebraic and logic simplification rules
        /// </summary>
        /// <returns></returns>
        public static IRule[] GetSimplificationRules()
        {
            var simplificationRules = AlgebraicRules.Get()
                                      .Where(r => r.Tags.Contains(StdTags.Simplification))
                                      .ToList();

            simplificationRules.AddRange(LogicRules.Get().Where(r => r.Tags.Contains(StdTags.Simplification)));
            return(simplificationRules.ToArray());
        }
Пример #6
0
        public LogicRules GenerateRules(IEnumerable <CustomSocket> sockets)
        {
            var logicRules = new LogicRules();

            foreach (var socket in sockets)
            {
                logicRules.AddSocket(socket);
            }

            return(logicRules);
        }
Пример #7
0
        /// <summary>
        /// Check all possible spawn locations around a building.
        /// Check surrounding area around the building for units, if there is a free location this will be returned.
        /// </summary>
        /// <returns>The free field.</returns>
        /// <param name="position">IPosition of the current selected building..</param>
        /// <param name="regionManagerC">Region manager c.</param>
        private PositionI GetFreeField(PositionI position, RegionManagerController regionManagerC)
        {
            foreach (var surpos in LogicRules.GetSurroundedFields(position))
            {
                var td = regionManagerC.GetRegion(surpos.RegionPosition).GetTerrain(surpos.CellPosition);
                var ed = regionManagerC.GetRegion(surpos.RegionPosition).GetEntity(surpos.CellPosition);

                if (td.Walkable && ed == null)
                {
                    return(surpos);
                }
            }
            return(null);
        }
Пример #8
0
        /// <summary>
        /// Apply action-related changes to the world.
        /// </summary>
        /// <returns> Returns <see cref="System.Collections.Concurrent.ConcurrentBag"/> class with the affected region./></returns>
        public override ConcurrentBag <Core.Models.Region> Do()
        {
            var action            = (Core.Models.Action)Model;
            var entityPosition    = (PositionI)action.Parameters[CREATE_POSITION];
            var region            = Controller.Instance.RegionManagerController.GetRegion(entityPosition.RegionPosition);
            var entityCellPostion = entityPosition.CellPosition;
            var type = (long)action.Parameters[CREATION_TYPE];

            var entityDef    = Controller.Instance.DefinitionManagerController.DefinitionManager.GetDefinition((EntityType)type);
            var entityHealth = ((UnitDefinition)entityDef).Health;
            var entityMoves  = ((UnitDefinition)entityDef).Moves;

            // create the new entity and link to the correct account
            var entity = new Core.Models.Entity(
                IdGenerator.GetId(),
                entityDef,
                action.Account,
                entityPosition,
                entityHealth,
                entityMoves);

            entity.Position = entityPosition;
            region.AddEntity(action.ActionTime, entity);

            // link the headquarter to the current account and claim territory, , enable build options
            if (m_type.SubType == EntityType.Headquarter &&
                action.Account != null)
            {
                action.Account.TerritoryBuildings.Add(entity.Position, type);
                LogicRules.EnableBuildOptions(type, action.Account);
                region.ClaimTerritory(LogicRules.GetSurroundedPositions(entityPosition, m_drawArea), action.Account, region.RegionPosition, Controller.Instance.RegionManagerController.RegionManager);
                LogicRules.IncreaseWholeStorage(action.Account);
                LogicRules.GatherResources(action.Account, action.ActionTime, Controller.Instance.RegionManagerController, Constants.HEADQUARTER_TERRITORY_RANGE);
                LogicRules.SetCurrentMaxPopulation(action.Account);
                LogicRules.SetCurrentMaxEnergy(action.Account);
            }
            else if (action.Account != null)
            {
                action.Account.TerritoryBuildings.Add(entity.Position, type);
                region.ClaimTerritory(LogicRules.GetSurroundedPositions(entityPosition, m_drawArea), action.Account, region.RegionPosition, Controller.Instance.RegionManagerController.RegionManager);
            }

            LogicRules.ConsumeResource(action.Account, action.ActionTime, entityDef);
            return(new ConcurrentBag <Core.Models.Region>()
            {
                region
            });
        }
Пример #9
0
        public void BuildOptions()
        {
            var acc = GetTestAcc();

            Assert.IsNotNull(acc.BuildableBuildings);
            var buildOpt = acc.BuildableBuildings;

            LogicRules.EnableBuildOptions((long)Core.Models.Definitions.EntityType.Headquarter, acc);

            Assert.AreNotEqual(buildOpt, acc.BuildableBuildings);
            Assert.Contains((long)Core.Models.Definitions.EntityType.Headquarter, (System.Collections.ICollection)acc.BuildableBuildings);

            LogicRules.DisableBuildOptions((long)Core.Models.Definitions.EntityType.Headquarter, acc);

            Assert.AreEqual(buildOpt, acc.BuildableBuildings);
        }
Пример #10
0
        /// <summary>
        /// Gets the adjacent regions, which can be affected.
        /// </summary>
        /// <returns>The adjacent regions.</returns>
        /// <param name="regionManagerC">Region manager c.</param>
        /// <param name="position">Current Position od the selected building.</param>
        /// <param name="buildpoint">PositionI from the new unit.</param>
        private ConcurrentBag <RegionPosition> GetAdjacentRegions(RegionManagerController regionManagerC, RegionPosition position, PositionI buildpoint)
        {
            var list        = new ConcurrentBag <RegionPosition>();
            var surlist     = LogicRules.SurroundRegions;
            var regionSizeX = Constants.REGION_SIZE_X;
            var regionSizeY = Constants.REGION_SIZE_Y;

            var currentpos    = LogicRules.GetSurroundedFields(buildpoint);
            var currentregion = regionManagerC.RegionManager.GetRegion(buildpoint.RegionPosition);

            foreach (var checkingpos in currentpos)
            {
                if (regionManagerC.GetRegion(checkingpos.RegionPosition) != currentregion)
                {
                    list.Add(regionManagerC.RegionManager.GetRegion(checkingpos.RegionPosition).RegionPosition);
                }
            }
            return(list);
        }
Пример #11
0
        /// <summary>
        /// Apply action-related changes to the world.
        /// Returns set of changed Regions if everything worked, otherwise null
        /// </summary>
        /// <returns>all affected (changed) regions</returns>
        public override ConcurrentBag <Core.Models.Region> Do()
        {
            var regionManagerC = Controller.Instance.RegionManagerController;

            var action    = (Core.Models.Action)Model;
            var positionI = (PositionI)action.Parameters[CREATE_POSITION];
            var type      = (long)action.Parameters[CREATION_TYPE];

            RealCreatePosition = GetFreeField(positionI, regionManagerC);

            positionI = RealCreatePosition;
            var region     = regionManagerC.GetRegion(positionI.RegionPosition);
            var entityDef  = Controller.Instance.DefinitionManagerController.DefinitionManager.GetDefinition((EntityType)type);
            var unitHealth = ((UnitDefinition)entityDef).Health;
            var unitMoves  = ((UnitDefinition)entityDef).Moves;

            // create the new entity and link to the correct account
            var entity = new Core.Models.Entity(
                IdGenerator.GetId(),
                entityDef,
                action.Account,
                positionI,
                unitHealth,
                unitMoves);

            entity.Position = positionI;
            region.AddEntity(action.ActionTime, entity);

            if (action.Account != null)
            {
                action.Account.Units.AddLast(entity.Position);
                LogicRules.ConsumeResource(action.Account, action.ActionTime, entityDef);
            }
            return(new ConcurrentBag <Core.Models.Region>()
            {
                region
            });
        }
Пример #12
0
        /// <summary>
        /// Gets the surrounded positions.
        /// </summary>
        /// <returns>The surrounded positions.</returns>
        /// <param name="startPoint">Start point.</param>
        /// <param name="accountID">Account ID.</param>
        /// <param name="moves">Moves of the entity.</param>
        private HashSet <PositionI> GetSurroundedPositions(PositionI startPoint, int accountID, int moves)
        {
            var fieldSet       = new HashSet <PositionI>();
            var fieldSetHelper = new HashSet <PositionI>();

            fieldSet.Add(startPoint);
            fieldSetHelper.Add(startPoint);

            for (int index = 0; index != moves; ++index)
            {
                var tempfieldSet = new HashSet <PositionI>();
                foreach (var item in fieldSetHelper)
                {
                    var surroundedTiles = LogicRules.GetSurroundedFields(item);
                    foreach (var tile in surroundedTiles)
                    {
                        if (!fieldSet.Contains(tile))
                        {
                            var region            = World.Instance.RegionManager.GetRegion(tile.RegionPosition);
                            var terrainDefinition = region.GetTerrain(tile.CellPosition);
                            if (terrainDefinition.Walkable)
                            {
                                var unit = region.GetEntity(tile.CellPosition);
                                if (unit == null)
                                {
                                    fieldSet.Add(tile);
                                    tempfieldSet.Add(tile);
                                }
                            }
                        }
                    }
                }
                fieldSetHelper = tempfieldSet;
            }
            return(fieldSet);
        }
 public LogicProcessor(LogicRules rules, ProcessorOptions options)
     : base(options)
 {
     _rules = rules;
 }
Пример #14
0
        /// <summary>
        /// Returns if the action is even possible.
        /// </summary>
        /// <returns> True if the Building is buildable at the current position, otherwise false.</returns>
        public override bool Possible()
        {
            var action            = (Core.Models.Action)Model;
            var entityPosition    = (PositionI)action.Parameters[CREATE_POSITION];
            var entityCellPostion = entityPosition.CellPosition;
            var region            = Controller.Instance.RegionManagerController.GetRegion(entityPosition.RegionPosition);
            var type = (long)action.Parameters[CREATION_TYPE];

            m_type = Controller.Instance.DefinitionManagerController.DefinitionManager.GetDefinition((EntityType)type);
            var account = action.Account;

            if (type != null || account != null)
            {
                // Filter for territory buildings
                if (type == (long)Models.Definitions.EntityType.Headquarter)
                {
                    m_drawArea = Constants.HEADQUARTER_TERRITORY_RANGE;
                }
                else if (type == (long)Models.Definitions.EntityType.GuardTower)
                {
                    m_drawArea = Constants.GUARDTOWER_TERRITORY_RANGE;
                }

                if (!action.Account.TerritoryBuildings.ContainsValue((long)Core.Models.Definitions.EntityType.Headquarter) &&
                    m_type.SubType == Models.Definitions.EntityType.Headquarter &&
                    region.GetEntity(entityCellPostion) == null &&
                    region.GetClaimedTerritory(entityPosition) == null)
                {
                    // terrain check
                    var  td            = (TerrainDefinition)region.GetTerrain(entityCellPostion);
                    var  list          = LogicRules.GetSurroundedPositions(entityPosition, m_drawArea);
                    bool territoryFlag = true;
                    // check the map for enemy territory if there is a enemy territory to close at new borders a territory building cant be build
                    foreach (var position in list)
                    {
                        var tile = region.GetClaimedTerritory(position);
                        if (tile != null)
                        {
                            territoryFlag = false;
                        }
                    }
                    if (territoryFlag)
                    {
                        return(td.Buildable && LogicRules.CheckResource(account, action.ActionTime, m_type));
                    }
                }
                else if (region.GetEntity(entityCellPostion) == null &&
                         m_type.SubType != Models.Definitions.EntityType.Headquarter &&
                         region.GetClaimedTerritory(entityPosition) == account)
                {
                    // check for free tile and the terrain is possesed from the current player
                    var  td            = (TerrainDefinition)region.GetTerrain(entityCellPostion);
                    var  list          = LogicRules.GetSurroundedPositions(entityPosition, m_drawArea);
                    bool territoryFlag = true;
                    // check the map for enemy territory if there is a enemy territory to close at new borders a territory building cant be build
                    foreach (var position in list)
                    {
                        var tile = region.GetClaimedTerritory(position);
                        if (tile != account &&
                            tile != null)
                        {
                            territoryFlag = false;
                        }
                    }
                    if (territoryFlag)
                    {
                        return(td.Buildable && LogicRules.CheckResource(account, action.ActionTime, m_type));
                    }
                }
            }
            return(false);
        }
Пример #15
0
        /// <summary>
        /// Apply action-related changes to the world.
        /// Returns set of changed Regions if everything worked, otherwise null
        /// </summary>
        /// <returns>all affected (changed) regions</returns>
        public override ConcurrentBag <Core.Models.Region> Do()
        {
            var action        = (Core.Models.Action)Model;
            var startPosition = (PositionI)action.Parameters[START_POSITION];
            var endPosition   = (PositionI)action.Parameters[END_POSITION];

            var regionStartPos = Controller.Instance.RegionManagerController.GetRegion(startPosition.RegionPosition);
            var regionEndPos   = Controller.Instance.RegionManagerController.GetRegion(endPosition.RegionPosition);
            var bag            = new ConcurrentBag <Core.Models.Region>();

            var entity = regionStartPos.GetEntity(startPosition.CellPosition);

            if (m_fight)
            {
                var enemyEntity = regionEndPos.GetEntity(endPosition.CellPosition);

                // Ranged attack units deal only 1 dmg to buildings
                if (((UnitDefinition)entity.Definition).AttackRange > 1 && enemyEntity.Definition.Category == Category.Building)
                {
                    enemyEntity.Health -= 1;
                }
                else if (((UnitDefinition)entity.Definition).AttackRange - m_fightDistance < 0)
                {
                    // iterate trough all methods to modifie the attack
                    LogicRules.AllAttackModifierRangedInMeele(entity);

                    enemyEntity.Health -= entity.ModfiedAttackValue - enemyEntity.ModifiedDefenseValue;

                    if (((UnitDefinition)enemyEntity.Definition).AttackRange >= m_fightDistance)
                    {
                        entity.Health -= enemyEntity.ModfiedAttackValue - entity.ModifiedDefenseValue;
                    }
                }
                else
                {
                    // iterate trough all methods to modifie the attack
                    LogicRules.AllAttackModifier(entity);
                    LogicRules.AllDefenseModifier(enemyEntity);

                    enemyEntity.Health -= entity.ModfiedAttackValue - enemyEntity.ModifiedDefenseValue;

                    if (((UnitDefinition)enemyEntity.Definition).AttackRange >= m_fightDistance)
                    {
                        LogicRules.AllAttackModifier(enemyEntity);
                        LogicRules.AllDefenseModifier(entity);
                        entity.Health -= enemyEntity.ModfiedAttackValue - entity.ModifiedDefenseValue;
                    }
                }

                if (enemyEntity.Health <= 0)
                {
                    LogicRules.DestroyBuilding(enemyEntity, regionEndPos, action, Controller.Instance.RegionManagerController);
                    regionEndPos.RemoveEntity(action.ActionTime, enemyEntity);
                    enemyEntity.Owner.Units.Remove(enemyEntity.Position);
                }
                else if (entity.Health <= 0)
                {
                    LogicRules.DestroyBuilding(entity, regionStartPos, action, Controller.Instance.RegionManagerController);
                    regionStartPos.RemoveEntity(action.ActionTime, entity);
                    entity.Owner.Units.Remove(entity.Position);
                }
            }
            else
            {
                regionStartPos.RemoveEntity(action.ActionTime, entity);
                regionEndPos.AddEntity(action.ActionTime, entity);
                entity.Position = endPosition;
            }

            bag.Add(regionStartPos);

            if (startPosition.RegionPosition != endPosition.RegionPosition)
            {
                bag.Add(regionEndPos);
            }

            action.Parameters[CLIENT_UNIT_INFOS] = entity;

            return(bag);
        }
Пример #16
0
        /// <summary>
        /// Returns any nodes that are adjacent to <paramref name="fromNode"/> and may be considered to form the next step in the path
        /// </summary>
        /// <param name="fromNode">The node from which to return the next possible nodes in the path</param>
        /// <returns>A list of next possible nodes in the path</returns>
        private List <Node> GetAdjacentWalkableNodes(Node fromNode)
        {
            List <Node> walkableNodes = new List <Node>();

            // check surrounded tiles of the current position
            foreach (var newPosition in LogicRules.GetSurroundedFields(fromNode.Location))
            {
                // gather environment information
                var region            = World.Instance.RegionManager.GetRegion(newPosition.RegionPosition);
                var terrainDefinition = region.GetTerrain(newPosition.CellPosition);
                // check terrain for walkable and other units in the path
                if (terrainDefinition.Walkable)
                {
                    var unit = region.GetEntity(newPosition.CellPosition);
                    // field is free from everything
                    if (unit == null)
                    {
                        if (m_nodes.ContainsKey(newPosition))
                        {
                            // use the dictionary and get the Node at the positonI
                            var node = m_nodes[newPosition];
                            if (node.State == NodeState.Open)
                            {
                                // calculate the travel cost to the next tile
                                double traversalCost = terrainDefinition.TravelCost;
                                double temp          = node.G + traversalCost;
                                if (temp < node.G)
                                {
                                    node.ParentNode = fromNode;
                                    walkableNodes.Add(node);
                                }
                            }
                        }
                        else
                        {
                            // if the Node was not open insert a new one in the dictionary
                            var newNode = new Node(newPosition, searchParameters.EndLocation);
                            newNode.ParentNode = fromNode;
                            walkableNodes.Add(newNode);
                            m_nodes[newPosition] = newNode;
                        }
                    }
                    else if (unit != null && newPosition == searchParameters.EndLocation && unit.OwnerID != searchParameters.AccountID)
                    {
                        if (m_nodes.ContainsKey(newPosition))
                        {
                            // use the dictionary and get the Node at the positonI
                            var node = m_nodes[newPosition];
                            if (node.State == NodeState.Open)
                            {
                                // calculate the travel cost to the next tile
                                double traversalCost = terrainDefinition.TravelCost;
                                double temp          = node.G + traversalCost;
                                if (temp < node.G)
                                {
                                    node.ParentNode = fromNode;
                                    walkableNodes.Add(node);
                                }
                            }
                        }
                        else
                        {
                            // if the Node was not open insert a new one in the dictionary
                            var newNode = new Node(newPosition, searchParameters.EndLocation);
                            newNode.ParentNode = fromNode;
                            walkableNodes.Add(newNode);
                            m_nodes[newPosition] = newNode;
                        }
                    }
                }
            }
            return(walkableNodes);
        }