This recipe lets us evaluate a waypoint according to its position. Strategically speaking, lower positions are at a disadvantage. In this case, we will use a flexible algorithm to get the quality of a waypoint, given the heights of its surroundings.
Analyzing waypoints by height
Getting ready
This recipe is simple enough, so there is no extra content to be aware of. The algorithm is flexible enough to receive a list of positions, which is given by the waypoints' neighbors or just the complete graph of waypoints. The surrounding's heuristic is kept outside for our perusal and it provides the game's specific design.