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The movement component uses a different logic for checking if the next point to move than the pathfinding logic. This can cause an entity to become stuck in a loop of "path not available, generating a new one" and returning obstructed, only to do it again on the next tick. A path will be generated through a tile with a component that is considered blocking the movement.
Thoughts:
Who should own the "is point available" logic, can this be a single function?
Should we have a blocklist of points to not include in future pathfinding?
This was discovered in the movement for the buildJob but likely a problem anywhere that uses pathTo of the movement component, how should we handle multiple obstructed movement results?
The movement component uses a different logic for checking if the next point to move than the pathfinding logic. This can cause an entity to become stuck in a loop of "path not available, generating a new one" and returning obstructed, only to do it again on the next tick. A path will be generated through a tile with a component that is considered blocking the movement.
Thoughts:
this.isPositionAvailable(nextStep)
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