/// <summary> /// Remakes our path if the farmer has changed tiles since the last time /// this function was called. (Every quarter second as of right now) /// </summary> protected virtual void PathfindingRemakeCheck() { Vector2 leaderCurrentTile = leader.getTileLocation(); if (targetLastTile != leaderCurrentTile) { path = aStar.Pathfind(me.getTileLocation(), leaderCurrentTile); //if (me.getTileLocation() != currentPathNode) // currentPathNode = path != null && path.Count != 0 ? path.Dequeue() : negativeOne; if (path != null && path.Count != 0 && me.getTileLocation() != path.Peek()) { currentPathNode = path.Dequeue(); } else { currentPathNode = negativeOne; } } targetLastTile = leaderCurrentTile; }