Description
Hey!
There's a small issue with using the library. I'm not sure how to elegantly solve it without some hacks...
I have a grid (WorldGrid) which stores not just terrain data (e.g. which tiles are walkable/blocked) but also takes into account all entities on the map and block those cells as well, so entities don't walk to top of each other. I think this is pretty normal implementation for most games.
But here's the problem. Since the entity is actually standing in the cell it can't build a patch because the cell it is standing in is also considered blocked... I can obviously add some hacks where the entity first marks the cell it is standing on and the target cell as walkable, but it isn't exactly a good way to address it.
Maybe you can just add two simple options along the lines of:
private static readonly PathFinderOptions PathfinderOptions = new()
{
IgnoreStartCellBlock = true,
IgnoreEndCellBlock = true,
};
Or something of this nature. Basically so that:
- Entities don't block itself from moving by the virtue of existing in the cell.
- and can still build a path to another cell even if that cell is occupied by an entity (e.g. when monster builds a path to the player cell, even though this cell is blocked by the player).
Obviously if there's a better solution that I have missed please let me know :)