Tactics: Western Philosophers Vs. Musicians  0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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OpenSkyNet::PF::PriorityQueue Class Reference

#include <PFAStar.h>

Public Member Functions

 PriorityQueue ()
 ~PriorityQueue ()
void insert (AStarNode *node_)
void removeMin (AStarNode *&min_)
void init (const Math::Point< int > &bin_)
bool isEmpty () const
float getMinGCost (Math::Point< int > bin_) const
void processSuccessor (AStarNode *curr_, AStarNode *successor_, const Math::Point< int > &targBin_, CD::DIRECTION prevDir_)
void getDirsOrPaths (AStarNode *curr_, std::vector< DirOrPath > &dirsOrPaths_) const

Public Attributes

< AStarNode * > 

Detailed Description

Priority queue class for use internally by PF::Manager.

Constructor & Destructor Documentation

PriorityQueue::PriorityQueue ( )
PriorityQueue::~PriorityQueue ( )

Member Function Documentation

void PriorityQueue::getDirsOrPaths ( AStarNode curr_,
std::vector< DirOrPath > &  dirsOrPaths_ 
) const
float OpenSkyNet::PF::PriorityQueue::getMinGCost ( Math::Point< int >  bin_) const
void PriorityQueue::init ( const Math::Point< int > &  bin_)
void OpenSkyNet::PF::PriorityQueue::insert ( AStarNode node_)
bool OpenSkyNet::PF::PriorityQueue::isEmpty ( ) const
void OpenSkyNet::PF::PriorityQueue::processSuccessor ( AStarNode curr_,
AStarNode successor_,
const Math::Point< int > &  targBin_,
CD::DIRECTION  prevDir_ 
void OpenSkyNet::PF::PriorityQueue::removeMin ( AStarNode *&  min_)

Member Data Documentation

Utils::HashTableUIntKeys<AStarNode*> OpenSkyNet::PF::PriorityQueue::_nodes

The documentation for this class was generated from the following files: