BosslandGmbH / Trinity

Combat routines and other logic for Demonbuddy
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Feature/avoidance fixes #100

Closed honorbuddy closed 5 years ago

honorbuddy commented 5 years ago

This commit refactors and restructures the avoidance in Trinity. Avoidance is handled on 'per actor' base now and is not using any performance critical properties anymore. Avoidance is properly handled in the classes, it is properly cleared and working now as it was supposed to be with zero additional performance cost, compared to the old implementation.