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Adding SSpathfinding. #4302
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Adding SSpathfinding. #4302
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I don't know if it's in the plans down the road, but having some way to prioritize some movers above others would be great. Since, having a lot of idle mobs running their idle or like fluff pathfinding over mobs in active combat would probably be a bit problematic. Like say, if there's 12 cleaner and farm bots bots trying to get a path and then there's 2 medbots trying to path to heal people, and 2 hostile mobs trying to path to attack players, you probably don't care much about the cleaner and farm bots pathing really long paths over those that need to react quickly? |
I am not planning on adding pathfinding priority in this PR. I just want it subsystemised and tickchecked, if someone wants to implement scheduling down the track then they can, but I am not adding more scope to this PR, I am already struggling to get through it. |
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Splitting the bot aspect out of this for a separate PR. |
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Need to remove or integrate/test the asynchronous A* for bot code. |
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This has broken bot behavior, but I can't tell if it was my changes or if bots were already screwed. Need to test bots on clean dev I guess. |
works perfectly with #4586 in. |
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Farmbots and cleanbots are now working fine. |
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Some mob AI issues to work through with this one. |
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Fixed base automove and target validation. |
Description of changes
bots andICs to use the subsystem.TODO
Get bots to actually work again.Test cleanbot.Test farmbot.Test medibot.Test secbot.Test floorbot.Test mulebot.Why and what will this PR improve
Authorship
Myself.
Changelog
Nothing player-facing.