thatismatt/mugoar
README
Mugoar - by Matt, Orson & Guinny
- [ ] draw terrain features
- [ ] cost fields for permanent (terrain) features
- [ ] account for unit width somehow, e.g. can’t move diagonally if horizontal & vertical neighbours are impassable
- cost fields could be per unit width
- [ ] dynamically recalculate integration & flow fields as units move
- flow fields could be lazily calculated - they only depend on the integration field
- [ ] flow field directions should account for empty space i.e. more direct heading
- see LOS (line of sight) Pass in Game AI Pro 23.6.2
- [ ] expire old flow fields
- [ ] choose entity action depending on what is at pt e.g. attack vs move
- [ ] mouse scroll to zoom
- [ ] mouse click & drag to move around map
- [ ] support different command types
- [ ] patrol
- [ ] attack
- [ ] power-station
- [ ] mine
- [ ] units can overshoot destination, especially for slow frame rates
- [ ] clicking outside the map can crash the game
cost fields for dynamic (vehicles)
use flow fields for unit movement
- lookup intermediate points en-route to command points
- calculate flow fields on demand
- units use flow field to move to next destination
use cost fields when calculating the integration field - don’t just exclude them
proper isolation nav open & close states as a nav request
turn nav-debug in to an “overlay” i.e. independent from the notion of level
encapsulate access of state.world.physics in core & nav, :getRect & :queryRect
- not just some random cells