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https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
refactoring
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@@ -532,13 +532,10 @@ namespace battleship{
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sol::table cellTable = cellsTable[i + 1], posTable = cellTable["pos"];
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int numEdges = cellTable["numEdges"];
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vector<Edge> edges;
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int id = -1;
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for(int j = 0; j < numEdges; j++){
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sol::table edgeTable = cellTable["edges"][j + 1];
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edges.push_back(Edge(edgeTable["weight"], edgeTable["srcCellId"], edgeTable["destCellId"]));
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if(id == -1) id = edgeTable["srcCellId"];
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}
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int numUnderWaterCells = cellTable["numUnderWaterCells"];
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@@ -38,7 +38,6 @@ namespace battleship{
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struct Cell{
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enum Type{LAND, WATER};
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int id;
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Type type;
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vb01::Vector3 pos;
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std::vector<Edge> edges;
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+8
-8
@@ -18,7 +18,7 @@ namespace battleship{
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for(int i = 0; i < numCellsOnSide; i++)
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for(int j = 0; j < numCellsOnSide; j++){
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vector<Map::Edge> edges = Map::generateAdjacentNodeEdges(numCellsOnSide, i, numCellsOnSide, j, 1000);
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cells.push_back(Map::Cell(i * numCellsOnSide + j, Vector3(j * cellSize, 0, i * cellSize), Map::Cell::Type::LAND, edges));
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cells.push_back(Map::Cell(Vector3(j * cellSize, 0, i * cellSize), Map::Cell::Type::LAND, edges));
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}
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return cells;
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@@ -53,13 +53,13 @@ namespace battleship{
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void PathfinderTest::testFindPath(){
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cells = vector<Map::Cell>{
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Map::Cell(0, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 0, 0), Map::Edge(2, 0, 1), Map::Edge(4, 0, 2)}),
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Map::Cell(1, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 1, 1), Map::Edge(1, 1, 2), Map::Edge(9, 1, 3), Map::Edge(13, 1, 4)}),
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Map::Cell(2, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 2, 2), Map::Edge(2, 2, 1), Map::Edge(4, 2, 4), Map::Edge(5, 2, 5)}),
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Map::Cell(3, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 3, 3), Map::Edge(1, 3, 6)}),
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Map::Cell(4, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 4, 4), Map::Edge(1, 4, 1), Map::Edge(1, 4, 3), Map::Edge(2, 4, 5), Map::Edge(3, 4, 6)}),
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Map::Cell(5, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 5, 5), Map::Edge(9, 5, 4), Map::Edge(2, 5, 6)}),
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Map::Cell(6, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 6, 6)})
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Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 0, 0), Map::Edge(2, 0, 1), Map::Edge(4, 0, 2)}),
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Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 1, 1), Map::Edge(1, 1, 2), Map::Edge(9, 1, 3), Map::Edge(13, 1, 4)}),
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Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 2, 2), Map::Edge(2, 2, 1), Map::Edge(4, 2, 4), Map::Edge(5, 2, 5)}),
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Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 3, 3), Map::Edge(1, 3, 6)}),
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Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 4, 4), Map::Edge(1, 4, 1), Map::Edge(1, 4, 3), Map::Edge(2, 4, 5), Map::Edge(3, 4, 6)}),
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Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 5, 5), Map::Edge(9, 5, 4), Map::Edge(2, 5, 6)}),
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Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 6, 6)})
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};
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int src = 0, dest = cells.size() - 1;
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