Change A* implementation to use a Grid interface #8
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Here is a small change to support existing games and non-square grids (namely, hexes). It also allows very large "grid" systems that can't store their costs in a static array. For example, I am building an open world editing tool, which stores a sparse representation of a hex "grid"; using the Grid array would be force eager evaluation of the entire world. This PR allows a lazy fetch of Nodes and also the concrete Neighbors can return hex directions instead of just orthogonal ones. For hexes, the implementation can convert to "offset" coordinates and still use x,y indexing in the existing library.
Here is a copy of my lazy hexes implementation...