// the pathfinder may now change, so we have to re-poll it every turn internal void SetPathfinder() { // this is a little hacky Player player = Main.player[projectile.owner]; BlockAwarePathfinder nextPathfinder = player?.GetModPlayer <MinionPathfindingPlayer>().GetPathfinder(minion); if (pathfinder != nextPathfinder) { DetachFromPath(); pathfinder = nextPathfinder; } }
internal PathfinderMetadata(MinionPathfindingPlayer player, int tacticsGroup) { pHelper = new BlockAwarePathfinder(player, tacticsGroup); }