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- /*parse through array to find the closest monster to you, path point 1
- then parse through remainder or array for the monster closest
- to path point 1. which is path point 2.. and so on until all of the
- Den_Monsters positions are entered into the MonsterPath array*/
- dprint("Lets make a path to kill all the Den Monsters",8);
- for(var bb=0; bb < Den_Monsters.length; bb++) {
- //Find the next monster closest to current path point
- var closest_dist = 99999;
- for(var b=0; b < Den_Monsters.length; b++) {
- var DM = getFarUnitXY(Den_Monsters[b]);
- if(getRange(me,DM) < 10) continue; // if Preset Unit is very close don't add to path
- //skip any monsters once they have been added to Pathing array
- var skip=false;
- for(var c=0; c < MonsterPath.length; c++) {
- var MP = getFarUnitXY(MonsterPath[c]);
- if(DM.x == MP.x && DM.y == MP.y) var skip=true;
- }
- if(skip) continue;
- if(bb == 0) var distance = getRange(DM,me);
- else {
- var lp = MonsterPath.length -1;
- var MPlp = getFarUnitXY(MonsterPath[lp]);
- var distance = getRange(DM,MPlp);
- }
- if (distance < closest_dist) {
- var closest_dist = distance;
- var closestMon = Den_Monsters[b];
- }
- }
- MonsterPath.push(closestMon);
- }
- dprint("Den Path made from " + MonsterPath.length + " Preset Unit locations",2);
- var pathPoint=0;
- while(!me.getQuest(1,1) && MonsterPath[pathPoint]) {
- dprint("Moving to Pathpoint " + pathPoint + " - Dist: " + getRange(me,getFarUnitXY(MonsterPath[pathPoint])),8);
- pathtoFarUnit(MonsterPath[pathPoint]);
- pathPoint++;
- killRadius(30);
- }
- if (me.getQuest(1,1)) return true;
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