//cerr << "Discarding: " << street->first << " since car is needed" << endl;
continue;
}
- double goodness = 0;
+ //cerr << "Looking at street: " << street->first << endl;
Intersection& conInter = _intersections[street->first];
+ double goodness = conInter.connections.size()*5;
list<string> closestFootCop = shortestPath(street->first, cop_foot, FindPlayer(_players, cop_foot, 6), true);
unsigned int closestCop = closestFootCop.size();
- //cerr << "Cop on fot " << closestCop << " intersections away." << endl;
bool copInCar = false;
- list<string> closestCarCop = shortestPath(street->first, cop_car, FindPlayer(_players, cop_car, closestCop > 0 ? closestCop : 5), true);
- //cerr << "Cop in car " << closestCarCop.size() << " intersections away." << endl;
+ //cerr << "Cop on fot " << closestCop << " intersections away." << endl;
+
+ if (closestCop > 0 && closestCop < 3)
+ continue;
+ list<string> closestCarCop = shortestPath(street->first, cop_car, FindPlayer(_players, cop_car, closestCop - 1 > 0 ? closestCop : 5), true);
+ //cerr << "Cop in car " << closestCarCop.size() << " intersections away." << endl;
if (closestCarCop.size() > 0){
closestCop = closestCarCop.size();
copInCar = true;
}
- if (closestCop > 0 && closestCop < 3){
- //cerr << "Cop " << closestCop << " intersections away." << endl;
+ //cerr << "Cop " << closestCop << " intersections away." << endl;
+ if (closestCop > 0 && closestCop < 3)
continue;
- }
priority_queue<double> banks;
for(hash_map<string,int>::const_iterator bank = _banks.begin();