Dijkstra Map Example. (c) 2020 Max Goren http://www.maxcodes.info maxgoren@icloud.com This is the accompanying code to make goblins move part one. This code illustrates the fundamentals of making a flow field/influence map. It uses euclidean distance to assign a value to each tile. Part two of making goblin moves covers the basic of pathfinding algorithms - Breadth First Search, Dijkstras Algorithm, and A*. Part three revisits the concepts shown here and in part two to create a "dijkstra map". To compile: g++ libBearLibTerminal.dylib dj.cpp -o djex To run: ./djex All code made Avaialble via MIT FOSSF License. /* Copyright (c) 2020 Max Goren maxgoren@icloud.com http://www.maxcodes.info Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */