<commit_before>export enum CellType {
    Unblocked,
    Blocked,
    PartiallyBlocked
}

export enum Direction {
    Up    = 1,
    Down  = 1 << 1,
    Left  = 1 << 2,
    Right = 1 << 3
}

export class Cell {

    private neighborsHash: Array<Cell>;
    private _availableDirections: Array<Direction>;
    private _availableCardinalDirections: Array<Direction>;
    private _id: number;
    private neighborCosts: Array<number>;
    
     h: number; //cheapest possible to end
     f: number; //g + h
     g: number; //cost from path to start node
     parent: Cell; //parent that the cell game from

    private weight: number;
    

    cellType: CellType = CellType.Unblocked;
    isFast = false;

    constructor(id: number) {
        this._id = id;
        const size = Direction.Down | Direction.Left | Direction.Right | Direction.Up;
        this._availableDirections = new Array<Direction>();
        this._availableCardinalDirections = new Array<Direction>();
        this.neighborsHash = new Array<Cell>();
        for (let i=0; i<=size; i++) {
            this.neighborsHash.push(null);
            this.neighborCosts.push(null);
        }

        this.h = Infinity;
        this.f = null;
        this.g = 0;
        this.parent = null;
        
    }

    incramentG(){

    }

    getAllCosts(){
        let costs = new Array<number>();
        this.neighborCosts.forEach(cost => {
            if (cost === null) {
                costs.push(cost);
            }
        });
<commit_msg>fixed bug in Ari's push, removed dead code.<commit_after>export enum CellType {
    Unblocked,
    Blocked,
    PartiallyBlocked
}

export enum Direction {
    Up    = 1,
    Down  = 1 << 1,
    Left  = 1 << 2,
    Right = 1 << 3
}

export class Cell {

    private neighborsHash: Array<Cell>;
    private _availableDirections: Array<Direction>;
    private _availableCardinalDirections: Array<Direction>;
    private _id: number;
    private neighborCosts: Array<number>;
    
     h: number; //cheapest possible to end
     f: number; //g + h
     g: number; //cost from path to start node
     parent: Cell; //parent that the cell game from

    private weight: number;
    

    cellType: CellType = CellType.Unblocked;
    isFast = false;

    constructor(id: number) {
        this._id = id;
        const size = Direction.Down | Direction.Left | Direction.Right | Direction.Up;
        this._availableDirections = new Array<Direction>();
        this._availableCardinalDirections = new Array<Direction>();
        this.neighborsHash = new Array<Cell>();
        this.neighborCosts = new Array<number>();
        for (let i=0; i<=size; i++) {
            this.neighborsHash.push(null);
            this.neighborCosts.push(null);
        }

        this.h = Infinity;
        this.f = null;
        this.g = 0;
        this.parent = null;
        
    }

    incramentG(){

    }

    getAllCosts(){
        let costs = new Array<number>();
        this.neighborCosts.forEach(cost => {
            if (cost === null) {
                costs.push(cost);
            }
        });

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