diff --git a/src/game/engine/src/modules/ai/ai_tactical.gd b/src/game/engine/src/modules/ai/ai_tactical.gd index b6b5719c..8ba3f5d0 100644 --- a/src/game/engine/src/modules/ai/ai_tactical.gd +++ b/src/game/engine/src/modules/ai/ai_tactical.gd @@ -255,7 +255,8 @@ func _step_toward( var unit_type: String = "flying" if unit.is_flying() else "land" # Use a large path budget so the full route to a distant target is found; # the movement loop below caps actual steps to unit.movement_remaining. - var path_budget: int = maxi(unit.movement_remaining, HexUtilsScript.hex_distance(unit.position, target)) + var dist: int = HexUtilsScript.hex_distance(unit.position, target) + var path_budget: int = maxi(unit.movement_remaining, dist) var path: Array[Vector2i] = PathfinderScript.find_path( game_map, unit.position, target, path_budget, unit_type )