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Take a hypothetical scenario of two rooms, say Shard 2 W39N23 and W38N23.
Using moveTo to go from one to the other will cause the creep to try to move up against the wall and stay there, even though JSON.stringify(Game.map.describeExits("W38N23") returns {"1":"W38N24","3":"W37N23","5":"W38N22"} (i.e. no exit connecting both rooms.
This applies to all edges where the most extreme coordinate (x or y is 0 or 49) is a wall but it is adjacent to moveable tiles.
The text was updated successfully, but these errors were encountered:
This is not a bug, the path finder algorithm is reach CPU limit and its return a closest position to the goal position. You need to try increase maxOps to solve this problem, or decrease cost for swamp, or allowing only rooms that returned by Game.map.findExit. Unfortunately sometime it's dificalt to find path from one point to another.
Take a hypothetical scenario of two rooms, say Shard 2 W39N23 and W38N23.
Using moveTo to go from one to the other will cause the creep to try to move up against the wall and stay there, even though JSON.stringify(Game.map.describeExits("W38N23") returns {"1":"W38N24","3":"W37N23","5":"W38N22"} (i.e. no exit connecting both rooms.
This applies to all edges where the most extreme coordinate (x or y is 0 or 49) is a wall but it is adjacent to moveable tiles.
The text was updated successfully, but these errors were encountered: