Fixed code based on feedback
Replaced try/catch block with a null check and exception throw
Fixed code based on feedback
Fixed code based on feedback
Simplified Launch.Map parameter to use map name directly
- Remove functionality for tracking cells considered during the search, as nothing relies on this.
- Rename various parameters in the expand function to closer match naming of fields used in CellInfo, intended to improve clarity.
- Make Status the first field.
- Rename EstimatedTotal to EstimatedTotalCost to make it clearer it has the same unit as the CostSoFar field.
- Rename PreviousPos to PreviousNode as node terminology is a better match for usage.
Firstly, when dealing with maps with height discontinuities, the neighbouring cells we need to search are more that the set we need to search on flat maps. We ensure that as we traverse a map with varying height, we now consider cells "behind" us that may have become accessible due to a height change.
Secondly, when considering connections available via Custom Movement Layers, make sure the target cell on the new layer is actually enterable. Previously this cell would be reported as a valid connection, even if it wasn't actually possible to enter the cell as it was blocked. We also apply the same optimization of ignoring already closed cells.
- Stream lines in as memory rather than needing to realise a string for each line, via a new method in StreamExts.
- Use span to avoid string allocations during parsing until we want to realise the node itself, in MiniYaml.FromLines.
- Change several callsites to use the streaming extension method rather than string method where possible.
This is a follow-up to PR 19379, which aimed to "provide an easy debug option for VSCode developers", but only did so for non-Windows users. VSCode has been building in Release mode for ever and continued to do so on Windows after that PR.
Previously, some paths used a separator and some did not. This broke some de-duplication logic in ExternalMods which tried to enumerate distinct paths but would end up running logic on the same directory more than one as it was provided both with and without a trailing directory separator. By normalizing the path this logic now works.
As there are few custom movement layers, using an array is good for improving lookup speed. Additionally, we can simplify some code by reserving index 0 of the array for the ground layer. Code that needs to maintain a state for the ground layer and every custom movement layer can now maintain a flat array of state using index 0 for the ground layer, and the the ICustomMovementLayer.Index for the custom movement layer. This removes a lot of ternary statements checking for the ground layer special case.
This also removes a workaround that allowed the current mod to be
registered even if it defined a bogus path. Uses of Game.ExternalMods
should therefore always use TryGetValue and correctly handle it
returning false.