Set an actor moving along several waypoints whilst the /path-debug command is active, then deselect the actor. Each waypoint will add more information to the debugging overlay until it crashes with "Maximum two records permitted." This resolves the crash by no longer adding new debugging information once the actor is deselected.
An event is added to Map to indicate when the cell projection is changed. This is important as this can mean Map.Contains(CPos) could now return different results for the cell. The HierarchicalPathFinder is made aware of these changes so it can rebuild any out-of-date information. This fixes prevent a crash if a cell that was previously outside the map changes height and becomes inside the map. The local path search will explore the cell as it is inside the map - but if the HPF was unaware if had been updated, it will still consider the cell to be outside the map and unreachable, resulting in a crash.
If a path search is performed by the HierarchicalPathFinder when the source cell is unreachable location, a path is still allowed and starts from one of the cells adjacent to the location. If moving into one of these cells results in the actor moving into an isolated area that cannot reach the target this would previously crash as no abstract path could be found. Now we handle such locations by giving them a unreachable cost so the path search will not attempt to explore them.
Imagine a map split into two by a one tile wide line of impassable cliffs. If an actor is on top of these cliffs it is allowed to path because it can "jump off" the cliff and move into the cell immediately either side of it. However it is important which side it chooses to jump into, as one it has moved off the cliff it loses access to the other side. The previous error came about because the path might try and search on the side that couldn't reach the target location. Now we avoid that being considered.
- Add prefixes to all message keys to provide context
- Use messages with attributes for some UI elements (dropdowns, dialogs, checkboxes, menus)
- Rename some class fields for consistency with translation keys
During a game notification duration should be the same regardless of
game speed. Switch to using wall-clock time defined in milliseconds
instead of game ticks. Also use the opportunity to rename the field
to "Duration" because "RemoveTime" is not so clear.
DeployForGrantedCondition is wrapped around the Move activity, so the AttackMoveActivity thinks that DeployForGrantedCondition is the Move activity.
All it means is that we need to forward the target line request to the Move activity
The Locomotor IsMoving check was allowing us to consider another actor that moving as not a blocker. However for some reason it also considered the actor trying to path being mobile as sufficient for this check to pass which did not make sense. We remove that extra check and inline the method.
This was a regression from 4a609bbee8 which changed the method from IsMovingInMyDirection (which required the lookup of the mobile trait) to just IsMoving. It should have removed the lookup as not required.
This fixes a crash in HPF which was considered the location as blocked when Locomotor considered it unblocked because the logic was not aligned. Removing this check aligns the logic and resolves the crash.
Using the local pathfinder, you could not find a path to an unreachable destination cell, but it was possible to find a path from an unreachable source cell if there was a reachable cells adjacent to it.
The hierarchical pathfinder did not have this behaviour and considering an unreachable source cell to block attempts to find a path.
Now, we unify the pathfinders to use a consistent behaviour, allowing paths from unreachable source cells to be found.