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thicket's Issues

consumepiece sleep issue

Currently if the bear eats the chicken, the wolf switches to its sleep sprite (although it continues to move)

movement bug

a bug has been introduced that prevents the player from moving northeast every other hex starting from the bottom and moving up.

Restrict PlayerMovement

currently the NavigationTilemap restricts pathing but not moving one hex off of the playable area

UI:range highlights

Current range highlighting (PlayerMovement.cs- lines 66-76)
I'm trying to repurpose the method that fog gets cleared but use the range variable.
can't seem to offset range in a way that makes it highlight the right number of tiles.
also:

  • highlight tiles need to be removed after a move is made.

  • highlights should exclude non-walkable area

( I may need to make a temporary vector3int from the piece location that stays in the same spot when the player moves in order to use the same for loop to set the tiles to null.)

MoveTowardsTarget elaboration

Currently MoveTowardsTarget requires a prey object and doesn't yet use a mate object. The game won't run if a prey object isn't selected.

the intended design will be:

  • follow a scent for a mate or prey, prioritizing prey over mate (target the nearest scent hex?)
  • if a mate or prey is in an area with no fog, path towards that, prioritizing prey over mate
  • seek home tile during day if nocturnal, during night if not nocturnal
  • random move if awake and no target
  • what about multiple of the same prey or mate? these shouldn't have to be unique gameobjects (imagine multiple deer but only one is player)

MapBuilder CubeRing issue

The map builder script draws a ring of block tiles around the play area. Currently the ring uses the same origin as the script that generates the floor tiles and the same radius +1 to try to draw tiles one hex outside the area. however it's drawing a slightly larger ring than needed with only the left side of the area fitting.

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