jps
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Vars | |
access | A list representing what access we have and what doors we can open. |
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avoid | A perticular turf to avoid |
diagonal_handling | Diagonal handling we're using.Uses subsystem default if null. |
is_pathing | Bool used to determine if we're already making a path in JPS. this prevents us from re-pathing while we're already busy. |
max_path_length | Max amount of steps to search |
minimum_distance | Minimum distance to the target before path returns |
movement_path | A list for the path we're currently following |
on_finish_callback | Callback to invoke once we make a path |
repath_cooldown | Cooldown for repathing, prevents spam |
repath_delay | How often we're allowed to recalculate our path |
simulated_only | Whether we consider turfs without atmos simulation (AKA do we want to ignore space) |
skip_first | Should we skip the first step? This is the tile we're currently on, which breaks some things |
Procs | |
on_finish_pathing | Called when a path has finished being created |
recalculate_path | Tries to calculate a new path for this moveloop. |
Var Details
access
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A list representing what access we have and what doors we can open.
avoid
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A perticular turf to avoid
diagonal_handling
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Diagonal handling we're using.Uses subsystem default if null.
is_pathing
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Bool used to determine if we're already making a path in JPS. this prevents us from re-pathing while we're already busy.
max_path_length
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Max amount of steps to search
minimum_distance
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Minimum distance to the target before path returns
movement_path
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A list for the path we're currently following
on_finish_callback
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Callback to invoke once we make a path
repath_cooldown
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Cooldown for repathing, prevents spam
repath_delay
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How often we're allowed to recalculate our path
simulated_only
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Whether we consider turfs without atmos simulation (AKA do we want to ignore space)
skip_first
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Should we skip the first step? This is the tile we're currently on, which breaks some things
Proc Details
on_finish_pathing
Called when a path has finished being created
recalculate_path
Tries to calculate a new path for this moveloop.