public List<TravelNode> GetPath(float currentX, float currentY, StarSystem currentDestination, StarSystem newDestination, bool hasExtended, Empire whichEmpire)
{
// TODO: When Hyperspace communication is implemented, add this
/*
if (whichEmpire.HasHyperspaceCommunications())
{
}
else
{
}
*/
// TODO: When adding stargates and wormholes, add actual pathfinding
List<TravelNode> nodes = new List<TravelNode>();
if (currentDestination != null)
{
TravelNode newNode = GenerateTravelNode(currentX, currentY, currentDestination);
newNode.IsValid = true;
nodes.Add(newNode);
newNode = GenerateTravelNode(currentDestination, newDestination);
newNode.IsValid = IsDestinationValid(newDestination, hasExtended, whichEmpire);
nodes.Add(newNode);
}
else
{
TravelNode newNode = GenerateTravelNode(currentX, currentY, newDestination);
newNode.IsValid = IsDestinationValid(newDestination, hasExtended, whichEmpire);
nodes.Add(newNode);
}
return nodes;
}