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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MiyazakiTheFalse 2026-03-07 15:57:22 +00:00 committed by GitHub
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@ -45,7 +45,7 @@ When `ChaseStamina_IsChaseActive()` is true, a chase-overworld layer drives 1..`
- 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`).
- Spawn point is biased behind the player when possible; each chaser then pursues every overworld frame.
- Target coordinate selection prefers the live player object-event coordinates and falls back to `gSaveBlock1Ptr->pos` when needed.
- Movement picks a primary axis toward player distance, then tries fallback directions (secondary axis, current facing, opposite facing).
- Movement evaluates all four cardinal directions, ranks them by `GetDistanceScore` distance-to-player score, and selects the first legal collision-free step via `TryQueueChaserStep`.
- 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.
This policy keeps chasers visible and responsive while avoiding collision softlocks.