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12b06fa0b2
## Description: Fixes water-pathfinding errors that started appearing after the first water nuke and persisted across the rest of the match. Users reported warships "getting stuck" (stopped moving). <img width="374" height="281" alt="image" src="https://github.com/user-attachments/assets/de38b8f1-c4d8-469e-b3a7-d0cef4dfb772" /> ### Summary - The new `AbstractGraphBuilder.buildClusterConnectionsFromCache` was buggy _(The cached edge costs reused by "clean" clusters were keyed by tile pair without their original `(clusterX, clusterY)`, so a boundary edge could be re-stamped with the wrong cluster and become untraversable by the query-time single-cluster bounded A*. The cache now stores `{ cost, clusterX, clusterY }` and `buildClusterConnectionsFromCache` preserves the original attribution when re-adding the edge.)_ - Warships: `findTargetUnit` now skips trade ships that are not in the warship's water component, avoiding pathfinding to provably unreachable targets. - Warships: On `patrol` `NOT_FOUND`, clear `targetTile` so the warship picks a new target. This is a defensive guard for the rare case where a water nuke splits the component between target selection and pathfinding - without it, the warship retries the same now-unreachable target every tick and spams the log forever. ### Test - Added a Warship test verifying that trade ships in a different water component are not targeted. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin