RoosterDragon

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We don't need any of the recent changes for that. We can change `Move.PathSearchOrder` and remove `BlockedByActor.None` if we wanted to change that policy. That would mean if the path...

If the path isn't blocked then nothing changes.

- BlockedByActor.All - All actors count as a blocker. - BlockedByActor.Stationary - We ignore moving actors. - BlockedByActor.Immovable - We ignore movable actors. - BlockedByActor.None - We ignore all actors....

> **@ Bug: Attack move on blocked routes lead to massive lag** This was fixed in #19591. The technical details being that our domain checks didn't correctly handle bridges being...

I'd be interested in the bits we could apply to the existing generic queue. I wonder if switching to a flat array alone could be the main source of wins...

Interesting concept - I think we'd need to teach it about the orientation from the previous cell in the path though. Comparing to the initial orientation for the first move...

@PunkPun with #19591 merged I would suggest this PR is now obsolete.

I would be interested in exploring how we'd like this to interact with #19513. For example, would we want the walls-around-buildings to be exempt from spacing limits, or would we...

I've come up with a makeshift test suite for this code. The test copy-pastes in the `Game.Loop` logic because mocking it would be near impossible. When pasting adjust `state ==...

> I'd like to asks. Did you decide on the required test case outcome based on running bleed, or by theoretically reasoning what they output should be based on input....