Ensure starting units or units granted by a crate are not isolated.#21521
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When spawning starting units, or spawning units when collecting a crate, nearby locations will be used. If a nearby location cannot be reached, e.g. it is on top of a cliff or blocked in by trees, then any unit spawned there will be isolated which is not ideal. Use the PathMightExistForLocomotorBlockedByImmovable method to filter nearby locations to those where the spawned unit can path back to the original location. This ensures the spawned unit is not isolated.
Mailaender
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Aug 4, 2024
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Looking sensible, and I can't spot regression in-game.
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When spawning starting units, or spawning units when collecting a crate, nearby locations will be used. If a nearby location cannot be reached, e.g. it is on top of a cliff or blocked in by trees, then any unit spawned there will be isolated which is not ideal.
Use the PathMightExistForLocomotorBlockedByImmovable method to filter nearby locations to those where the spawned unit can path back to the original location. This ensures the spawned unit is not isolated.
Fixes #12057 Fixes #6515
The following test map can be used to check that units do not spawn in the area blocked off by the cacti, both at start and when collecting crates.
spawntest.oramap.zip