Implemented various suggestions
- Pathfinding weighs walls more - C disables all HUD - Unloader doesn't store items - Some bugfixes
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@@ -20,7 +20,7 @@ public class Tile implements Position, QuadTreeObject{
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static final ObjectSet<Tilec> tileSet = new ObjectSet<>();
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/** Tile traversal cost. */
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public byte cost = 1;
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public short cost = 1;
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/** Tile entity, usually null. */
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public @Nullable Tilec entity;
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public short x, y;
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@@ -452,32 +452,22 @@ public class Tile implements Position, QuadTreeObject{
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}
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}
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//+24
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if(occluded){
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cost += 2;
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}
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//+26
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if(block.synthetic() && solid()){
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cost += Mathf.clamp(block.health / 10f, 0, 20);
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cost += Mathf.clamp(block.health / 6f, 0, 1000);
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}
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//+46
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if(floor.isLiquid){
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cost += 10;
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}
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//+56
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if(floor.drownTime > 0){
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cost += 70;
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}
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//+126
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if(cost < 0){
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cost = Byte.MAX_VALUE;
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}
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