My NPC movement algorithms have been producing runtime errors and anyway are rather clumsy. Could I get some help, please? Each character may have several possible locations and the path cannot go through certain doors. (The action delay is just a number that increments each turn.) For instance:
Every turn:
if the player is not Gail:
if Gail is not in a pod:
if the action delay of Gail > 4:
if the location of Jake is not the location of Gail:
let the current direction be the best route from the location of Gail to the location of Jake, using doors;
if the door the current direction from the location of Gail is forbidden:
stop the action;
otherwise:
try Gail going the current direction;
if the location of Gail is the computer room:
now the action delay of Gail is 0.