0ad/source/simulation2
wraitii df9f0bef20 Run a short-pathfinder call occasionally to get unstuck in some situations.
Units can get stuck on passable navcells surrounded by impassable
navcells because the short-pathfinder got them there, and then ordering
them to move far way uses the long-pathfinder.
We can safely run a short-pathfinder call, using the same logic as in
D1424, to get unstuck in at least some of those situations.

Reported by: Angen
Differential Revision: https://code.wildfiregames.com/D3215
This was SVN commit r24385.
2020-12-13 15:25:16 +00:00
..
components Run a short-pathfinder call occasionally to get unstuck in some situations. 2020-12-13 15:25:16 +00:00
docs Replace deprecated jsval with JS::Value. 2017-08-28 10:27:36 +00:00
helpers Further header & precompiled cleanup, fix no-PCH builds. 2020-12-09 14:39:14 +00:00
scripting [SM78 2/2] Update to Spidermonkey 78 APIs 2020-12-06 14:03:02 +00:00
serialization Further header & precompiled cleanup, fix no-PCH builds. 2020-12-09 14:39:14 +00:00
system Further header & precompiled cleanup, fix no-PCH builds. 2020-12-09 14:39:14 +00:00
tests Update random_shuffle usage for C++17 2020-11-30 15:52:16 +00:00
MessageTypes.h UnitMotion - Send messages to UnitAI when obstructed, to allow stopping early when walking and avoiding pathfinding lag. 2019-07-22 18:07:24 +00:00
Simulation2.cpp [SM78 2/2] Update to Spidermonkey 78 APIs 2020-12-06 14:03:02 +00:00
Simulation2.h [SM52 2/2] Update to Spidermonkey 52 APIs. 2020-11-18 14:39:04 +00:00
TypeList.h Store turret positions in map files. 2020-11-11 19:40:44 +00:00