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authorMatheus <matheus.guedes.mg.m@gmail.com>2025-09-04 16:58:58 -0300
committerMatheus <matheus.guedes.mg.m@gmail.com>2025-09-04 16:58:58 -0300
commit6f2c2edd52171a4df7f35de695c9b2e7801d3e5f (patch)
tree509002136987182309a934623b19d19393e306e3 /scripts/entities/actors/AI
parent9953c9a5818baa392a48a4d18339c73f3b7a814e (diff)
Preparação para itens
Diffstat (limited to 'scripts/entities/actors/AI')
-rw-r--r--scripts/entities/actors/AI/HostileEnemyAI.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/scripts/entities/actors/AI/HostileEnemyAI.cs b/scripts/entities/actors/AI/HostileEnemyAI.cs
index 35d6d1a..e7efd26 100644
--- a/scripts/entities/actors/AI/HostileEnemyAI.cs
+++ b/scripts/entities/actors/AI/HostileEnemyAI.cs
@@ -53,8 +53,8 @@ public partial class HostileEnemyAI : BaseAI
if (path.Count > 0) {
// Pegamos o próximo passo para o destino.
Vector2I destination = (Vector2I) path[0];
- // Se tiver um outro ator no caminho, paramos o nosso turno aqui.
- if (body.Map_Data.GetBlockingActorAtPosition(destination) != null) {
+ // Se tiver o caminho estiver bloqueado, paramos o nosso turno aqui.
+ if (body.Map_Data.GetBlockingEntityAtPosition(destination) != null) {
action = new WaitAction(body);
action.Perform();
return;