class Const
{
    private static float creativity = 1.0f;
    public static float creativity(){ return creativity; }
    public static void setCreativity( float a ) { creativity = a; }

    private static float ambientDanger = 1.0f;
    public static float ambientDanger(){ return ambientDanger; }
    public static void setAmbientDanger( float a ){ ambientDanger = a; }
    
    // when smoothing( removing) nodes the ratio of the new routes danger to the old routes danger must exceed this in order for points to be removed
    private static float smootherBias = 1f;
    public static float smootherBias(){ return smootherBias; }
    public static void setSmootherBias( float a ) { smootherBias = a; }
    
    private static int distanceLineSegments = 10;
    public static int distanceLineSegments() { return distanceLineSegments; }
    public static void setDistanceLineSegments( int a ) { distanceLineSegments = a; }

    // ordered from fastest to most accurate
    // 0 -> pure distance to goal * ambientDanger
    // 1 -> segmented straight line distance to goal
    // 2 -> true straight line danger to goal
    
    private static int distanceEstimateType = 1;
    public static int distanceEstimateType(){ return distanceEstimateType; }
    public static void setDistanceEstimateType( int type ) { distanceEstimateType = type; }
    
}
