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This repository was archived by the owner on Sep 19, 2022. It is now read-only.
It has to look this way right now because of a pathing quirk:
To fix the pathing issue, we'll need to entirely rethink the algorithm that chooses where the creeps wants to go. Currently it goes towards the closest enemy, but due to the shape of the map (before the above), sometimes enemies in the center are closer than the towers in the assigned lane. To fix this, for now, I changed the map shape and it works much better.
For the future, we might need to implement the algorithm in a way that the creep follows a predetermined path until it is in aggro range of an enemy, at which point it will start going towards it. That isn't strictly necessary for now as the new map shape seems to work very well for our needs:
Once we’re no longer blocked on the above, we’d like to get closer to this:
The game map can be changed by doing like this: 1b37ca9
With some clever arrangements, it might already be possible to achieve a diagonal layout that works within our current constraints.