AI returns to their origin when they cant move and are in wandering state. AI gets their facing state from the map. Guards can re-encounter you while traveling back to the origin.
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@@ -101,6 +101,9 @@ function nearestWalkableTile(spr)
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return null;
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}
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if ( grid.nodes[spr.y/32][spr.x/32].walkable == true )
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return [spr.x/32, spr.y/32];
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for ( var i = 1 ; i < 100 ; i++ ) {
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var rv = _walkable_inner(i);
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if ( isSet(rv) ) {
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@@ -109,11 +112,7 @@ function nearestWalkableTile(spr)
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return rv
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}
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}
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//if ( multiplier >= 10 )
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console.log("Couldn't find a near walkable tile");
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console.log([spr.x / 32, spr.y / 32]);
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return [parseInt(spr.x / 32), parseInt(spr.y / 32)];
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//return nearestWalkableTile(spr, multiplier + 1);
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}
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function addAnimation(obj, anim)
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@@ -134,6 +133,15 @@ function getAwarenessState(spr)
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return STATE_LOSTHIM;
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}
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function faceStateFromString(face)
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{
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var states = { "up": STATE_FACE_UP,
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"down": STATE_FACE_DOWN,
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"left": STATE_FACE_LEFT,
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"right": STATE_FACE_RIGHT };
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return states[face.toLowerCase()];
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}
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function getFaceState(spr)
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{
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if ( hasState(spr, STATE_FACE_LEFT) )
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