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NPC and Critter movement: - Refactors how both, NPCs and Critters randomly move around, replacing the boring single-tile-paused movement with a more natural, range-based path logic. - NPCs now intelligently navigate around obstacles and other entities - Collision detection overhead with optimized valid direction finding - Prevents movement patterns from messing with current path finder's target - Code chore: cached status check consolidation - Code chore: updated naming conventions for movement variables - Code chore: TODOs - soft reset (walk) to spawn point and hard reset (warp) when pathfinder is unable to lead back to spawnpoint (New) NPC Patrol Patterns: - Horizontal patrol (left/right from spawn) - Vertical patrol (up/down from spawn) - Diagonal backslash patrol (UpLeft <-> DownRight) - Diagonal forwardslash patrol (UpRight <-> DownLeft) - Patrolling NPCs return to their spawn/patrol point when there's no target left to smack or out of former map All patrol modes use NPC sight range as patrol distance and keep track of their spawn position for reseting purposes.
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NPC and Critter movement:
(New) NPC Patrol Patterns:
All patrol modes use NPC sight range as patrol distance and keep track of their spawn position for reseting purposes.
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