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Apr 20th, 2018
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  1. /*parse through array to find the closest monster to you, path point 1
  2.       then parse through remainder or array for the monster closest
  3.       to path point 1. which is path point 2.. and so on until all of the
  4.       Den_Monsters positions are entered into the MonsterPath array*/
  5.      
  6.     dprint("Lets make a path to kill all the Den Monsters",8);
  7.     for(var bb=0; bb < Den_Monsters.length; bb++) {
  8.            
  9.         //Find the next monster closest to current path point
  10.         var closest_dist = 99999;
  11.         for(var b=0; b < Den_Monsters.length; b++) {
  12.             var DM = getFarUnitXY(Den_Monsters[b]);
  13.            
  14.             if(getRange(me,DM) < 10) continue; // if Preset Unit is very close don't add to path
  15.            
  16.             //skip any monsters once they have been added to Pathing array
  17.             var skip=false;
  18.             for(var c=0; c < MonsterPath.length; c++) {
  19.                 var MP = getFarUnitXY(MonsterPath[c]);
  20.                
  21.                 if(DM.x == MP.x && DM.y == MP.y) var skip=true;
  22.             }
  23.             if(skip) continue;
  24.            
  25.             if(bb == 0) var distance = getRange(DM,me);
  26.             else {
  27.                 var lp = MonsterPath.length -1;
  28.                 var MPlp = getFarUnitXY(MonsterPath[lp]);
  29.                 var distance = getRange(DM,MPlp);
  30.             }
  31.             if (distance < closest_dist) {
  32.                 var closest_dist = distance;
  33.                 var closestMon = Den_Monsters[b];
  34.             }
  35.         }
  36.        
  37.         MonsterPath.push(closestMon);
  38.     }
  39.    
  40.     dprint("Den Path made from " + MonsterPath.length + " Preset Unit locations",2);
  41.    
  42.     var pathPoint=0;
  43.     while(!me.getQuest(1,1) && MonsterPath[pathPoint]) {
  44.         dprint("Moving to Pathpoint " + pathPoint + " - Dist: " + getRange(me,getFarUnitXY(MonsterPath[pathPoint])),8);
  45.         pathtoFarUnit(MonsterPath[pathPoint]);
  46.         pathPoint++;
  47.         killRadius(30);
  48.     }
  49.     if (me.getQuest(1,1)) return true;
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