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author | rexim <reximkut@gmail.com> | 2024-03-21 23:49:53 +0700 |
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committer | rexim <reximkut@gmail.com> | 2024-03-21 23:49:53 +0700 |
commit | 4039d5be3bd7034cab1c136db38f5842459207a0 (patch) | |
tree | cc0523b1b928225363832780bdbf6af93f314e19 | |
parent | 7943c838a046d3fb0f0b99af9f09d4a2deb92297 (diff) |
I guess Path Finding is already "Smart"?
At least the code works almost exactly as described in the TODO
-rw-r--r-- | game.adb | 3 |
1 files changed, 0 insertions, 3 deletions
@@ -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 |