I’m creating a turn based game with tiles with set movement limits but tiles can have traps on them.
How do I make it so I can find tiles of a set distance away and avoid tagged areas but still move through them if they have too?
I’ve implimented the ITraversalProvider example on How to limit searched for path length
However this only works if the cost to all nodes is equal and is thrown off if I add any peneltys from tags.