jps  
| Vars | |
| access | A list representing what access we have and what doors we can open. | 
|---|---|
| avoid | A perticular turf to avoid | 
| diagonal_handling | Whether we replace diagonal movements with cardinal movements or follow through with them | 
| is_pathing | Bool used to determine if we're already making a path in JPS. this prevents us from re-pathing while we're already busy. | 
| max_path_length | Max amount of steps to search | 
| minimum_distance | Minimum distance to the target before path returns | 
| movement_path | A list for the path we're currently following | 
| on_finish_callbacks | Callbacks to invoke once we make a path | 
| repath_cooldown | Cooldown for repathing, prevents spam | 
| repath_delay | How often we're allowed to recalculate our path | 
| simulated_only | Whether we consider turfs without atmos simulation (AKA do we want to ignore space) | 
| skip_first | Should we skip the first step? This is the tile we're currently on, which breaks some things | 
| Procs | |
| on_finish_pathing | Called when a path has finished being created | 
| recalculate_path | Tries to calculate a new path for this moveloop. | 
Var Details
access  
A list representing what access we have and what doors we can open.
avoid  
A perticular turf to avoid
diagonal_handling  
Whether we replace diagonal movements with cardinal movements or follow through with them
is_pathing  
Bool used to determine if we're already making a path in JPS. this prevents us from re-pathing while we're already busy.
max_path_length  
Max amount of steps to search
minimum_distance  
Minimum distance to the target before path returns
movement_path  
A list for the path we're currently following
on_finish_callbacks  
Callbacks to invoke once we make a path
repath_cooldown  
Cooldown for repathing, prevents spam
repath_delay  
How often we're allowed to recalculate our path
simulated_only  
Whether we consider turfs without atmos simulation (AKA do we want to ignore space)
skip_first  
Should we skip the first step? This is the tile we're currently on, which breaks some things
Proc Details
on_finish_pathing
Called when a path has finished being created
recalculate_path
Tries to calculate a new path for this moveloop.