Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.

This commit is contained in:
Zed A. Shaw 2025-02-27 02:29:53 -05:00
parent e6c225f1c8
commit 87e1c25cd5
6 changed files with 112 additions and 33 deletions

View file

@ -52,7 +52,7 @@ public:
bool iswall(size_t x, size_t y);
bool can_move(Point move_to);
// BUG: this isn't really neighbors anymore. Maybe move? Walk?
bool neighbors(Point &out, bool random=false, int direction=1);
bool neighbors(Point &out, bool random=false, int direction=PATHING_TOWARD);
void make_paths();
void set_target(const Point &at, int value=0);