- * directions. If it's neighbors are low enough that the result would be lower
- * than the current value, re-set it to world.map.dist_orthogonal points higher
- * than its lowest-scored orthogonal neighbor or world.map.dist_diagonal points
- * higher than its lowest-scored diagonal neighbor (whatever would result in a
- * lower value). Repeat this whole process until all cells have settled on their
- * final score. Ignore cells whose position in "score_map" fits cells of
- * unreachable terrain in world.map.cells. Expect "max_score" to be the maximum
- * score for cells, marking them as unreachable.
+ * directions. If any neighbor's score is at least two points lower than the
+ * current cell's score, re-set it to 1 point higher than its lowest-scored
+ * neighbor. Repeat this whole process until all cells have settled on their
+ * final score. Ignore cells whose score is greater than "max_score". Expect
+ * "max_score" to be the maximum score for cells, marking them as unreachable.