adradr/gensim

bug/creature-move

Opened this issue · 0 comments

adradr commented

Review the creature pixel occupation and move action processing, so it happens without collision. Each step each creature should obtain the occupied pixels and move to a new pixel if its not occupied. If it is occupied move only as much as possible without any collision. The only way to handle this is in a sequence:

  • Creature A move receives occupied pixels
  • Creature A moves to a new unoccupied pixel
  • Creature A move updates occupied pixels and returns the array
  • Creature B move receives occupied pixel... etc

Is it possible to do this somehow in parallel?