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authorrexim <reximkut@gmail.com>2024-03-21 23:49:53 +0700
committerrexim <reximkut@gmail.com>2024-03-21 23:49:53 +0700
commit4039d5be3bd7034cab1c136db38f5842459207a0 (patch)
treecc0523b1b928225363832780bdbf6af93f314e19
parent7943c838a046d3fb0f0b99af9f09d4a2deb92297 (diff)
I guess Path Finding is already "Smart"?
At least the code works almost exactly as described in the TODO
-rw-r--r--game.adb3
1 files changed, 0 insertions, 3 deletions
diff --git a/game.adb b/game.adb
index 329852e..b34bd4f 100644
--- a/game.adb
+++ b/game.adb
@@ -1354,9 +1354,6 @@ begin
Close_Window;
end;
--- TODO: Smarter Path Finding
--- - Recompute Path Map on each boss move. Not the Player turn. Because each Eeper position change may affect the Path Map
--- - Move Eepers starting from the closest to the Player. You can find the distance in the current Path Map.
-- TODO: During Path Finding maybe pick the equal paths randomly.
-- to introduce a bit of RNG into this pretty deterministic game
-- TODO: Path finding considers explosion impenetrable @bug