February 15, 2004:
Added a change requested by Gazoot: When the destination object moves, the path no longer goes to their previous location before moving to their new location. Now the end of the path is reset so the movement is smarter.
May 17, 2003:
Added a change requested by Lummox JR, which causes Move() to be called if the next step is on another z level from the object that is moving. This allows Move() to do the right thing for ladders and such.
May 11, 2003:
The object that the path is being generated for is now passed to BaseCamp/PathNode/Total(), to allow for altering the costs of movement based on the object. For example, some mobs may be resistant to fire. (Crispy)
PathFinding |
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Provides the base_StepTowards() function, which uses A* pathing to create intelligent paths no matter how complicated the map. |
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Thanks for any insight in advance.