I'm sure this has been discussed before, but has there been any consideration given to making "run" (auto-move till interrupted or till there is a choice of which way to go) take the efficient diagonal in 90 degree turns? Right now the player takes the long way, and any chasing monsters get one free step on them per 90 degree turn.
It may be easy to code with a simple look-ahead of one step, and checking if the destination of that step is accessible diagonally from current location - if so, skip the intermediate step.
It may be easy to code with a simple look-ahead of one step, and checking if the destination of that step is accessible diagonally from current location - if so, skip the intermediate step.
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