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* Makes some improvements to how AI can use JPS with movement loops (#72685) ## About The Pull Request This PR makes some changes to how JPS is used in movement loops, as it was causing a variety of issues: - Fixed some code where JPS would fail because the path is still being made. Instead, the movement loop will now wait. - Reduced the subsystem wait for the pathfinder subsystem from 2 seconds to 0.1 seconds. @ LemonInTheDark told me that this is better, I'll update this with a better explanation once I squeeze it out of him :D - Allows you to provide an initial path to the movement loop, in case you pre-calculated one while making a plan. ## Why It's Good For The Game Makes working with JPS a bit easier when making AI. --------- Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com> Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> * Makes some improvements to how AI can use JPS with movement loops --------- Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com> Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com> Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>