Ignoring swamp & road costs with findPath
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I've tried several times to figure out how to make
findPath
calls ignore tile weights (e.g.ignore
andheuristicWeight : 0
), but the path returned never gives the optimal result. Is anyone else having this problem?
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I had the same problem and opened a feature request for that, but got no official response on that one. Avdg's finding might come on handy here...
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Ah, I see. Wouldn't that need something like a
.lookAtArea
call across the whole room? I'm hesitant to include a secondary pathfinding algorithm for that reason, not sure what your thoughts are.
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Set
heuristicWeight
to any large value, say, 1000. You can read more about A* search algorithm in this Wikipedia article.
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Haha, I'm 100% sure that this didn't work yesterday, but I'll take it