So you mean pathfinding will only use nodes that the player has climbed before? Because I have a system where players need to inspect objects to create parkour opportunities (unless they use a very explicitly-clear parkour command to test it).
So what you mean is that for pathfinding, you need to not only know the route, but you have to walk through it manually first? That would make a lot more sense.
I was also considering borrowing a note from the GOTO command and making it so auto-parkour is a unique command that does things in stages, which the player must accept with the CONTINUE command. Part of this would also tell the player what the next step in the route would be, in case the player would rather do something else.
Yeah. First time through you get no pathfinding or only pathfinding up to but not across the “problem” area (if the path goes through a minefield, pathfinding will take you to the edge of the minefield but not through it).
Then if you successfully traverse the “problem” area, the path you used is now available for automatic pathfinding subsequently. That could be by explicitly storing each step (which might be needed if backtracking is part of the puzzle) or just flagging the individual locations/platforms/objects/whatever in the problem area to indicate that they’re available for use in pathfinding.
Okay, in the interests of SpringThing time budgeting, I’ve simplified parkour pathfinding, and moved a few other things over to the “2.0 wish list”. This is a problem for future-me!