You know what any admin of any given OSS-project will ask you then, don't you ?
Feel invited.
Thanks for the invitation; Naturally it crossed my mind many times during the last 3 years or so,
but - sadly - the level of commitment I can offer ranges from "very weak" to "none whatsoever"... And it keeps dropping as time flows...
Once my situation in that respect changes, however, I'd be happy to contribute. =)
... We calculate the optimal TUs for *every* spot reachable with the actor's TUs+2 ...
Sounds like a good solution. The best, actually...
I'd add a re-calculation upon the event of "an actor stopped moving", just to cover this particular "bug".
If such an event already exists and triggers other events, then the fix should be rather trivial (just a hunch).
It makes sense also because sometimes actors would stop short of their destination, due to "surprisingly" impassable spots (occupied by a newly spotted civilian\enemy).
This still wouldn't solve the following "problem":
If a move order is
issued (destination is clicked) while another actor is moving,
then the calculation would still be (possibly) erroneous until the first actor stops.
However, such irresponsible behavior goes against the
strategic spirit of the game, so I wouldn't bother over it. =)
btw if I am right and the calculation threshold is TUS+2, there shouldn't be any spots falsely shown as unreachable unless we are walking around the ghost of an actor again. You may want to revisit that problem.
I think that even if the threshold was TUs+0 you'd still be correct, but without diving into the code I'll just leave it as speculation...
I don't think I understand your comment about revisiting the problem, though.
For all I can tell, we've pinpointed the exact conditions for this bug, and have a good lead on its source. So it's done.