This rule no longer appears to be buggy, so enforce it. Some of the automated fixes are adjusted in order to improve the result. #pragma directives have no option to control indentation, so remove them where possible.
Previously the StartGameNotification and MusicPlaylist traits used the IWorldLoaded interface to play an audio notification and begin music when the game started. However this interface is used by many traits to perform initial loading whilst the load screen was visible, and this loading can take time. Since the traits could run in any order, then audio notification might fire before another trait with a long loading time. This is not ideal as we want the time between the audio notification occurring and the player being able to interact to be as short and reliable as possible.
Now, we introduce a new IPostWorldLoaded which runs after all other loading activity, and we switch StartGameNotification and MusicPlaylist to use it. This allows timing sensitive traits that want to run right at the end of loading to fire reliably and with minimal delay. The player perception of hearing the notification and being able to interact is now much snappier.
Disabling the shroud is sufficient to allow seeing the map. This fixes a game with the "Explored Map" option enabled. Previously using the `/all` command twice to toggle it on and off again would also reset the shroud, causing the map to no longer be explored. Now, using it twice will cause the map to remain explored, as intended when the "Explored Map" option is enabled.
The ignoreSelf flag is intended to allow the current actor to be ignored when checking for blocking actors. This check worked correctly for cells occupied by a single actor. When a cell was occupied by multiple actors, the check was only working if the current actor happened to be the first actor. This is incorrect, if the current actor is anywhere in the cell then this flag should apply.
This flag failing to be as effective as intended meant that checks in methods such as PathFinder.FindPathToTargetCells would consider the source cell inaccessible, when it should have considered the cell accessible. This is a disaster for performance as an inaccessible cell requires a slow fallback path that performs a local path search. This means pathfinding was unexpectedly slow when this occurred. One scenario is force attacking with a group of infantry sharing the same cell. They should benefit from this check to do a fast path search, but failed to benefit from this check and the search would be slow instead.
Applying the flag correctly resolves the performance impact.
When handling the Nodes collection in MiniYaml, individual nodes are located via one of two methods:
// Lookup a single key with linear search.
var node = yaml.Nodes.FirstOrDefault(n => n.Key == "SomeKey");
// Convert to dictionary, expecting many key lookups.
var dict = nodes.ToDictionary();
// Lookup a single key in the dictionary.
var node = dict["SomeKey"];
To simplify lookup of individual keys via linear search, provide helper methods NodeWithKeyOrDefault and NodeWithKey. These helpers do the equivalent of Single{OrDefault} searches. Whilst this requires checking the whole list, it provides a useful correctness check. Two duplicated keys in TS yaml are fixed as a result. We can also optimize the helpers to not use LINQ, avoiding allocation of the delegate to search for a key.
Adjust existing code to use either lnear searches or dictionary lookups based on whether it will be resolving many keys. Resolving few keys can be done with linear searches to avoid building a dictionary. Resolving many keys should be done with a dictionary to avoid quaradtic runtime from repeated linear searches.