IA presque fonctionnelle
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src/IAEngine.c
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src/IAEngine.c
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#ifndef IAENGINE_H_
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#define IAENGINE_H_
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typedef struct noeud
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{
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int compteur, min, cout_f; //
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int ParentX;
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int ParentY;
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// 'adresse' du parent (qui sera toujours dans la map fermée)
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}NOEUD;
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int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2PositionX, int Player2PositionY);
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//int IAEngine(PLAYER * player1, PLAYER * player2);
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int IAEngine(ARENA_H_TILE* arena,PLAYER * player1, PLAYER * player2);
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int distance(int x1, int y1, int x2, int y2);
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//int CalculatePath(ARENA_H_TILE* arena,int PositionX, int PositionY,PLAYER * player1, int compteur, int distance,int min);
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//int CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1, int compteur, int dist,int min);
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NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1,PLAYER * player2, int compteur, int dist,int min);
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//NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1, int compteur, int dist,int min);
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#endif /* IAENGINE_H_ */
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/*
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* IAEngine.h
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*
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* Created on: 17 juin 2018
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* Author: isen
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*/
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#ifndef IAENGINE_H_
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#define IAENGINE_H_
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typedef struct noeud
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{
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int compteur, min, cout_f; //
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int ParentX;
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int ParentY;
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int actualX;
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int actualY;
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// 'adresse' du parent (qui sera toujours dans la map fermée)
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}NOEUD;
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int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2PositionX, int Player2PositionY);
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//int IAEngine(PLAYER * player1, PLAYER * player2);
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int IAEngine(ARENA_H_TILE* arena,PLAYER * player1, PLAYER * player2);
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int distance(int x1, int y1, int x2, int y2);
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//int CalculatePath(ARENA_H_TILE* arena,int PositionX, int PositionY,PLAYER * player1, int compteur, int distance,int min);
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//int CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1, int compteur, int dist,int min);
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NOEUD * CalculatePath(ARENA_H_TILE* arena,NOEUD * n1,PLAYER * player1,PLAYER * player2, int compteur, int dist,int min);
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//NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1,PLAYER * player2, int compteur, int dist,int min);
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//NOEUD * CalculatePath(ARENA_H_TILE* arena,int posX, int posY,NOEUD * n1,PLAYER * player1, int compteur, int dist,int min);
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#endif /* IAENGINE_H_ */
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