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Merge pull request #149 from MiyazakiTheFalse/codex/update-overworld-chaser-movement-policy-text
docs: align chaser movement policy wording with runtime logic
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@ -45,7 +45,7 @@ When `ChaseStamina_IsChaseActive()` is true, a chase-overworld layer drives 1..`
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- Chasers use a reserved local-id range (`LOCALID_CHASE_VISUAL_BASE..LOCALID_CHASE_VISUAL_MAX`) and a dedicated chase graphics id (`OBJ_EVENT_GFX_MEOWTH`).
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- Spawn point is biased behind the player when possible; each chaser then pursues every overworld frame.
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- Target coordinate selection prefers the live player object-event coordinates and falls back to `gSaveBlock1Ptr->pos` when needed.
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- Movement picks a primary axis toward player distance, then tries fallback directions (secondary axis, current facing, opposite facing).
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- Movement evaluates all four cardinal directions, ranks them by `GetDistanceScore` distance-to-player score, and selects the first legal collision-free step via `TryQueueChaserStep`.
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- Every attempted step is validated with object collision checks; if all checks fail the chaser turns in place toward the player instead of forcing illegal movement.
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This policy keeps chasers visible and responsive while avoiding collision softlocks.
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