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I did a quick test but this PR doesn't work, the monsters walk randomly and move away from the target slowly until they disappear from sight, and the summons don't have any type of movement. |
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What are the required commits for this PR to work? |
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I lack the understanding to approve this, the only thing I dislike is using the |
Codinablack
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Overall I think it looks pretty well polished at this point. Just make the two changes I requested and you have my approval.
What happened to the build lmao? The code is all up-to-date was something changed on the master that messed up all the tests? |
It's a WIP. There are a few issues due to updates from cmake, github runners, vcpkg... it's a whole toolchain thing. The project still builds fine when downloading and trying locally. I have more information if you want to talk about it you can message me on discord. |
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COMON |
| return distance >= Map::maxViewportX + Map::maxViewportY || | ||
| position.z != followerPosition.z; | ||
| }), | ||
| followers.end()); |
ranisalt
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Why tf Github keeps saying I requested changes if I already approved this
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Just threw in some final touches since this hasn't been merged yet. |
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Let's get this over with! |

Pull Request Prelude
Changes Proposed
This is a overhaul of when and how pathfinding is done. I did attempt this before but I closed the pull request due to congestion. I believe all problems from the original pull request have been fixed.
This will change the pathfinding to work as A* algorithm rather than djikstra's.
It will also add more pathfinding calls as needed fixing monster moving around slowly due to 1 second pathfinding interval.
This PR also includes separation of when creatures will update their path from creatures onThink.
Lastly it includes some fixes for bugs which were not detectable until pathfinding was able to be called more often.
Issues addressed:
Might fix: #4617