bug/creature-move
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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?