I have a turn-based game I'm working on and it has some simple logic- The character is surrounded by 4 probes in the NWSE directions. If any one of those probes is touching an impassable object, the player should not be able to move there. Simple!
However, here's where I run into an issue. I have a bool for each direction (NWSE). If a bool is false, I don't want to listen for key input because the player can't move there.
The only way I can see to do this is with an zany FSM that has a lot of bool checks (i.e., is 1 is true, then state 1, is 2 is true, state 2, is 1 and 2, state 3, if 123....). I figure there has to be a cleaner way I just haven't been exposed to yet.
Thoughts?