More fixes in Map::findPath
Fixed the styling, std::unique and removed the priority_queue comment
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@ -697,8 +697,7 @@ std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> Map::findPath(const
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}
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}
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std::unordered_map<Position, Node*, PositionHasher> nodes;
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std::unordered_map<Position, Node*, PositionHasher> nodes;
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//std::priority_queue<Node*, std::vector<Node*>, LessNode> searchList;
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std::deque<Node*> searchList;
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std::deque<Node*> searchList;
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Node *currentNode = new Node(startPos);
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Node *currentNode = new Node(startPos);
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currentNode->pos = startPos;
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currentNode->pos = startPos;
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@ -797,12 +796,13 @@ std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> Map::findPath(const
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}
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}
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}
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}
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std::sort(searchList.begin(), searchList.end(), [](Node *a, Node *b) { return a->totalCost < b->totalCost; });
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std::sort(searchList.begin(), searchList.end(), [](Node *a, Node *b) { return a->totalCost < b->totalCost; });
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std::unique(searchList.begin(), searchList.end());
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auto end = std::unique(searchList.begin(), searchList.end());
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searchList.resize(std::distance(searchList.begin(), end));
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currentNode->evaluated = true;
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currentNode->evaluated = true;
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currentNode = nullptr;
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currentNode = nullptr;
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while(searchList.size() > 0 && !currentNode) {
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while(!searchList.empty() && !currentNode) {
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Node *node = searchList.front();
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Node *node = searchList.front();
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searchList.pop_front();
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searchList.pop_front();
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