jps

Vars | |
| avoid | A perticular turf to avoid |
|---|---|
| id | An ID card representing what access we have and what doors we can open. Kill me |
| 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 |
| 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 |
Var Details
avoid

A perticular turf to avoid
id

An ID card representing what access we have and what doors we can open. Kill me
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
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