Optional
ignoreIf true
, it will not enqueue a tile position that is invalid, meaning not
adjacent to the last position in the queue. It does not ignore blocked
positions or positions that do not have a valid layer transition. The
reason for this is that blocked positions or missing layer transitions
might not be missing/blocked anymore when the character actually tries to
move.
Optional
pathDetermines what happens if the next position on the enqueued path is blocked. For the different strategies see QueuedPathBlockedStrategy.
Optional
pathOnly relevant if QueueMovementConfig.pathBlockedStrategy is set to QueuedPathBlockedStrategy.WAIT.
It sets the number of milliseconds that Grid Engine will wait for the path to become unblocked again before stopping the movement.
If not set, Grid Engine will wait forever (equals a value of -1
).
Optional
skipIf true
, it will not stop when an invalid (not blocked) movement is to be
executed. Instead it will simply drop that movement and try the next one.
Please note that in contrast to
QueueMovementConfig.ignoreInvalidPositions this also includes
movements that cannot be performed due to missing transitions.
To control what happens with blocked positions, use QueueMovementConfig.pathBlockedStrategy