Moved a lot of map logic to the map logic class. Now coarsening the map once instead of twice!
Refining the pathing with the coarsened map. I believe there is a bug in the getAdjacentLocationIn method
Deleted and commented out a bunch of code that was not related to nav. Corrected a typo in the MarkNodeIndexOnGrid that was causing problems
Found a bug where I was making connection by depth first instead of by breadth first
The search is now breadth first and seems to work very well except one player gets in an infinite loop on the castle map.
A soldier will check his segment destination every turn. This fixes the problem that was occuring in the castles map.
Broadcasting the node indexes is now seperate from the map coarsening
Deleted commented out code
cleaning up code
HQ is calling more map operations.
Huge refactor... Moving away from static classes and methods. Created a basic map object. Coarsened map is now a child of map. Implemented my first resumable class. This allows the HQ to execute a large calculation a continue to spawn robots
Removed wildcard imports to clarify dependencies
Updated soldier movement, updated noise tower.
Soldiers need a lot of micro work. HQ needs to udpate tactic each round as enemy may build pastr very early.