Because of the way we're breaking up MoveTargets to accommodate room borders, flee tends to stop once the creep is up against a wall.
Instead, we probably need to select the room positions at range + 1 from the move target, filter the set against the other move targets, and path to those.
Because of the way we're breaking up MoveTargets to accommodate room borders, flee tends to stop once the creep is up against a wall.
Instead, we probably need to select the room positions at
range + 1
from the move target, filter the set against the other move targets, and path to those.