V8_Ninja wrote:
Personally, what I would do is get all of the tiles of the selected path (use an array of some kind) and then individually check each tile to see if the unit travel over that tile (use a 'For' loop of some kind). If all of the tiles come back as OK to travel on, then the unit can move to its destination. If not, then some indicator will flash up stating that the unit cannot move to the located destination.
Of course, that solution may not fit with your current code, but it's how I would tackle the problem.
That should work alright. Last night I played Advanced Wars a bit to see if there was anything I liked that I should be sure to add, and one was displaying where a unit can move, where it can attack, and having the arrow to represent the path your unit will travel (if you finalize the move). So first and last of these could directly use what you said (loop through all terrain tiles, check if they're within X distance of a unit, and if so, can the unit move there). I'd have to modify it a bit to ensure I don't skip over tiles. I'm thinking maybe using a modified Kruskal's Algorithm to calculate where I can go might be efficient enough.
Thanks for the suggestions! I need to modify a few other things before starting coding this, but I'll let you know how it goes.

