Getting close
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@@ -1,20 +1,44 @@
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using System.Collections.Generic;
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using ConsoleApp.Maps;
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using HexCore;
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namespace ConsoleApp.PathPlanners
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{
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public class ReactivePathPlanner : IReactivePathPlanner
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{
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public Queue<Coordinate2D> ReactiveHexPath { get; }
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private Queue<Coordinate2D> _reactiveHexPath;
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public Queue<Coordinate2D> ReactiveHexPath => _reactiveHexPath;
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public ReactivePathPlanner()
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{
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ReactiveHexPath = new Queue<Coordinate2D>();
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_reactiveHexPath = new Queue<Coordinate2D>();
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}
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public void GenerateReactiveHexPath(Graph graph, ref List<Coordinate3D> optimalPath, Coordinate2D minePosition)
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public void GenerateReactiveHexPath(IHexMap hexMap, Queue<Coordinate2D> optimalPath,
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Coordinate2D vehicleCurrentHexCell)
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{
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//Clean out any old path
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_reactiveHexPath.Clear();
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//If the optimal path is empty well we are done, otherwise pop 1
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if (!optimalPath.TryDequeue(out var convergentPoint))
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return;
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//Dequeue until the cell is not blocked
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while (hexMap.Graph.IsCellBlocked(convergentPoint))
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{
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//if optimal path is empty were done and we can not clear around this position, otherwise
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//lest pop another.
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if (!optimalPath.TryDequeue(out convergentPoint))
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return;
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}
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var reactivePath = hexMap.Graph.GetShortestPath(vehicleCurrentHexCell, convergentPoint, hexMap.DefaultMovement);
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foreach (var node in reactivePath)
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{
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_reactiveHexPath.Enqueue(node);
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}
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}
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}
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}
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