void AStarSearcher::computeBestPath(std::vector<AbstractNode*>& out_path)
{
	std::priority_queue<AbstractNode*, std::vector<AbstractNode*>, AStarPriorityQueueComparer> edgeList;

	AbstractNode* currentNode = m_rootNode;

	while(!currentNode->isEnd())
	{
		currentNode->spawnChildren();
		addExpandedNode();
		const std::vector<AbstractNode*>& children = currentNode->getChildren();

		for(int i = 0; i < children.size(); i++)
		{
			edgeList.push(children[i]);
		}

		if (edgeList.size() == 0)
			break;

		AbstractNode* nextBest = edgeList.top();
		edgeList.pop();

		//if we did not select a child node then we have to go back down and up through the tree
		if(nextBest->getParent() != currentNode)
			goToChild(currentNode, nextBest->getParent());

		currentNode = nextBest;
		currentNode->onEnter();
	}

	if (currentNode->isGoal()) {
		// Award 100 points
		setFinalScore(-currentNode->getTotalCost());
	} else {
		setFinalScore(-currentNode->getTotalCost());
	}

	while(currentNode)
	{
		out_path.insert(out_path.begin(), currentNode);
		currentNode = currentNode->getParent();
	}
}
void goToChild(AbstractNode* currentNode, AbstractNode* endNode)
{
	AbstractNode* root = goBackToRoot(currentNode);

	std::stack<AbstractNode*> path;

	AbstractNode* node = endNode;

	while(node != NULL)
	{
		path.push(node);
		node = node->getParent();
	}

	while(!path.empty())
	{
		node = path.top();
		path.pop();

		node->onEnter();
	}
}