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- `BaseGrid#findPath(waypoints: GridCoordinates[], { cost?: (from: GridOffset, to: GridOffset, distance: number) => number, heuristic?: (from: GridOffset, to: GridOffset, distance: number) => number, …
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## Issue Description
We're looking to enhance the functionality of PyDS-A by adding more methods to our existing algorithms. This will provide users with a more comprehensive toolkit for solving va…
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### Feature Request
At the moment, map topology is "flat", i.e., any point on a map either has a given type of topology or it doesn't. This is fine for Wall VBL and MBL which strictly block vision an…
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Pathfinding should probably either be a mixin or a utility. Or perhaps a mixin that _uses_ a utility? :bowtie: :godmode:
I have some great ideas for pathfinding. Just so I don't forget:
Entities …
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### Summary
Boats should prefer routes a few pixels away from territories where applicable
### Justification
Boats are (and will always be) larger than one pixel, so rendering them directly n…
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When there are a lot of entities pathfinding towards the same target (as in our case with all enemies pursuing the hero), it may actually be better to calculate Djikstra's once radiating outward from …
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In #110 we hardcoded swap paths for known liquid token pairs. This is not ideal/robust/scalable, so a smarter pathfinding algorithm should be implemented.
The easiest way to do this is likely to u…
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# **Description**
**Task:** Melee Enemy Pathfinding.
**Feature:** [Melee Enemy Improvements](#107)
Melee Enemies should attack the crystal in the centre of the map. They should move towards the e…
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Raised by Ike on discord. Would be useful as a first draft for new maps to automatically connect power and piping. Ideally it'd be generic enough you can re-use it for whatever with the same pathfindi…
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When units are moving they should use pathfinding to navigate to their target location. Use an A* based pathfinding algorithm. See e.g. https://github.com/Robmaister/SharpNav