/// <summary> /// Instructs the player to go away from the action point. /// </summary> public PlayerAction GoAwayFromActionPoint(Point actionPoint) { Pathfinding pathfinding = new Pathfinding(); List<Point> neighbors = pathfinding.GetValidNeighborPoints(actionPoint); if (neighbors.Count > 0) { return new PlayerAction(null, neighbors[0], ActionType.Run); } else { return null; } }