AStar method with Pathfollow
Only works with vectors where both X and Y are positive numbers
Currently using the whole map to setup an AStar mapping, this should be reduced to a smaller region to minimize overhead
Dijkstra method without path follow (unused by current script)
** Calculates all nearby tiles for the quickest path from current point to that point, if it finds the player it stops the calculation. This is a decent method for turn-based games or for setting up any random two-point patrol route on a randomly generated chunk
AStar method with Pathfollow Only works with vectors where both X and Y are positive numbers Currently using the whole map to setup an AStar mapping, this should be reduced to a smaller region to minimize overhead Dijkstra method without path follow (unused by current script) ** Calculates all nearby tiles for the quickest path from current point to that point, if it finds the player it stops the calculation. This is a decent method for turn-based games or for setting up any random two-point patrol route on a randomly generated chunk