internal void UpdatePlayerRemainingMovement(ActorData actor, bool send = true)
        {
            ActorTurnSM     turnSm          = actor.gameObject.GetComponent <ActorTurnSM>();
            ActorController actorController = actor.gameObject.GetComponent <ActorController>();
            ActorMovement   actorMovement   = actor.GetActorMovement();

            float movementCost = GetActorMovementCost(actor, out float lastStepCost);

            bool cannotExceedMaxMovement = GameplayData.Get()?.m_movementMaximumType == GameplayData.MovementMaximumType.CannotExceedMax;

            List <ActorTargeting.AbilityRequestData> abilityRequest = actor.TeamSensitiveData_authority.GetAbilityRequestData();
            bool abilitySet = !abilityRequest.IsNullOrEmpty() && abilityRequest[0].m_actionType != AbilityData.ActionType.INVALID_ACTION;

            actor.RemainingHorizontalMovement        = actorMovement.CalculateMaxHorizontalMovement() - movementCost;
            actor.RemainingMovementWithQueuedAbility = abilitySet ? actor.RemainingHorizontalMovement : actorMovement.CalculateMaxHorizontalMovement(true) - movementCost;
            actor.QueuedMovementAllowsAbility        = abilitySet ||
                                                       (cannotExceedMaxMovement
                    ? actor.RemainingMovementWithQueuedAbility >= 0
                    : actor.RemainingMovementWithQueuedAbility + lastStepCost > 0);

            Log.Info($"UpdatePlayerMovement:  Basic: {actor.m_postAbilityHorizontalMovement}/{actor.m_maxHorizontalMovement}, +",
                     $"Remaining: {actor.RemainingMovementWithQueuedAbility}/{actor.RemainingHorizontalMovement}, " +
                     $"Movement cost: {movementCost}, Ability set: {abilitySet}, Ability allowed: {actor.QueuedMovementAllowsAbility}, " +
                     $"Movement max type: {GameplayData.Get()?.m_movementMaximumType}");

            actorMovement.UpdateSquaresCanMoveTo();
            if (send)
            {
                actorController.CallRpcUpdateRemainingMovement(actor.RemainingHorizontalMovement, actor.RemainingMovementWithQueuedAbility);
            }
        }
        private float GetActorMovementCost(ActorData actor, out float lastStepCost)
        {
            float movementCost = 0;

            lastStepCost = 0;
            ActorMovement actorMovement = actor.GetActorMovement();

            LineData.LineInstance movementLine = actor.TeamSensitiveData_authority.MovementLine;
            if (movementLine != null)
            {
                GridPos prevPos = actor.InitialMoveStartSquare.GetGridPosition();
                foreach (var curPos in movementLine.m_positions)
                {
                    lastStepCost  = actorMovement.BuildPathTo(Board.Get().GetSquare(prevPos), Board.Get().GetSquare(curPos)).next?.moveCost ?? 0f; // TODO optimize this atrocity
                    movementCost += lastStepCost;
                    prevPos       = curPos;
                }
            }
            return(movementCost);
        }
        private BoardSquarePathInfo ResolveMovement(ActorData actor)
        {
            ActorTeamSensitiveData atsd          = actor.TeamSensitiveData_authority;
            ActorMovement          actorMovement = actor.GetActorMovement();
            BoardSquare            start         = actor.InitialMoveStartSquare;
            BoardSquare            end           = actor.MoveFromBoardSquare;

            BoardSquarePathInfo path;

            if (atsd.MovementLine != null)
            {
                path = BuildPathAlongMovementLine(actor);
            }
            else
            {
                path = actorMovement.BuildPathTo(start, end);
            }

            if (path == null)
            {
                path = actorMovement.BuildPathTo(start, start);
            }

            for (var pathNode = path; pathNode.next != null; pathNode = pathNode.next)
            {
                pathNode.m_unskippable = true;  // so that aestetic path is not optimized (see CreateRunAndVaultAesteticPath)
            }

            var path2 = path;

            while (path2.next != null)
            {
                Log.Info($"FINAL PATH {path2.square.GetGridPosition()}");
                path2 = path2.next;
            }
            Log.Info($"FINAL PATH {path2.square.GetGridPosition()}");

            return(path);
        }
        private static BoardSquarePathInfo BuildPathAlongMovementLine(ActorData actor)
        {
            ActorTeamSensitiveData atsd          = actor.TeamSensitiveData_authority;
            ActorMovement          actorMovement = actor.GetActorMovement();
            BoardSquare            start         = actor.InitialMoveStartSquare;
            BoardSquare            end           = actor.MoveFromBoardSquare;
            // TODO refactor this atrocity
            BoardSquarePathInfo path = actorMovement.BuildPathTo(start, start);
            BoardSquarePathInfo node = path;

            foreach (var curPos in atsd.MovementLine.m_positions)
            {
                node.next = actorMovement.BuildPathTo(node.square, Board.Get().GetSquare(curPos)).next;
                if (node.next == null)
                {
                    continue;
                }
                node.next.moveCost += node.moveCost;
                node.next.prev      = node;
                node = node.next;
            }

            return(path);
        }
        public void CmdSetSquare(ActorTurnSM actorTurnSM, int x, int y, bool setWaypoint)
        {
            ActorData actor = actorTurnSM.gameObject.GetComponent <ActorData>();

            if (!GameFlowData.Get().IsInDecisionState())
            {
                Log.Info($"Recieved CmdSetSquare not in desicion state! {actor.DisplayName} [{x}, {y}] (setWaypoint = {setWaypoint})");
                actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_REJECTED, 0);
                return;
            }

            Log.Info($"CmdSetSquare {actor.DisplayName} [{x}, {y}] (setWaypoint = {setWaypoint})");

            BoardSquare   boardSquare   = Board.Get().GetSquare(x, y);
            ActorMovement actorMovement = actor.GetActorMovement();

            if (!setWaypoint)
            {
                ClearMovementRequest(actor, false);
            }

            actorMovement.UpdateSquaresCanMoveTo();

            if (!actor.CanMoveToBoardSquare(boardSquare))
            {
                boardSquare = actorMovement.GetClosestMoveableSquareTo(boardSquare, false);
            }
            if (actor.TeamSensitiveData_authority.MovementLine == null)
            {
                actor.TeamSensitiveData_authority.MovementLine = new LineData.LineInstance();
            }
            if (actor.TeamSensitiveData_authority.MovementLine.m_positions.Count == 0)
            {
                actor.TeamSensitiveData_authority.MovementLine.m_positions.Add(actor.InitialMoveStartSquare.GetGridPosition());
            }

            BoardSquarePathInfo path = actorMovement.BuildPathTo(actor.TeamSensitiveData_authority.MoveFromBoardSquare, boardSquare);

            if (path == null)  // TODO check cost
            {
                Log.Info($"CmdSetSquare: Movement rejected");
                UpdatePlayerRemainingMovement(actor); // TODO updating because we cancelled movement - perhaps we should not cancel in this case
                actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_REJECTED, 0);
                return;
            }

            //List<GridPos> posList = path.ToGridPosPath();
            List <GridPos> posList = new List <GridPos>();

            for (var pathNode = path; pathNode.next != null; pathNode = pathNode.next)
            {
                posList.Add(pathNode.next.square.GetGridPosition()); // TODO why doesnt path.ToGridPosPath() work?
            }

            actor.TeamSensitiveData_authority.MovementLine.m_positions.AddRange(posList);
            actor.TeamSensitiveData_authority.MoveFromBoardSquare = boardSquare;
            actor.MoveFromBoardSquare = boardSquare;

            UpdatePlayerRemainingMovement(actor);
            actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_ACCEPTED, 0);
        }
        private BoardSquarePathInfo BackOff(ActorData actor, BoardSquarePathInfo pathEnd, HashSet <GridPos> occupiedSquares)
        {
            if (actor == null)
            {
                Log.Error($"Backoff failed because actor is null!");
                return(null);
            }
            Log.Info($"Calculating backoff for {actor.DisplayName}");

            BoardSquare dest = pathEnd.prev?.square ?? pathEnd.square;

            if (occupiedSquares.Contains(dest.GetGridPosition()))
            {
                bool diagMovementAllowed       = GameplayData.Get().m_diagonalMovement != GameplayData.DiagonalMovement.Disabled;
                List <BoardSquare>  neighbours = new List <BoardSquare>(8);
                Queue <BoardSquare> candidates = new Queue <BoardSquare>();
                candidates.Enqueue(pathEnd.square);
                while (candidates.Count > 0)
                {
                    BoardSquare s = candidates.Dequeue();
                    if (!occupiedSquares.Contains(s.GetGridPosition()))
                    {
                        dest = s;
                        break;
                    }

                    neighbours.Clear();
                    if (!diagMovementAllowed)
                    {
                        Board.Get().GetStraightAdjacentSquares(s.x, s.y, ref neighbours);
                    }
                    else
                    {
                        Board.Get().GetAllAdjacentSquares(s.x, s.y, ref neighbours);
                    }
                    neighbours.Sort(delegate(BoardSquare a, BoardSquare b)
                    {
                        return(dest.HorizontalDistanceInWorldTo(a).CompareTo(dest.HorizontalDistanceInWorldTo(b)));
                    });
                    foreach (var n in neighbours)
                    {
                        if (n.IsBoardHeight())
                        {
                            candidates.Enqueue(n);
                        }
                    }
                }
            }

            if (occupiedSquares.Contains(dest.GetGridPosition()))
            {
                Log.Error($"Backoff failed to find a free square for {actor.DisplayName}!");
            }
            occupiedSquares.Add(dest.GetGridPosition());

            BoardSquarePathInfo result = actor.GetActorMovement().BuildPathTo_IgnoreBarriers(pathEnd.square, dest);

            result.heuristicCost         += pathEnd.heuristicCost; // not actually correct but shouldn't matter
            result.moveCost              += pathEnd.moveCost;
            result.m_moverBumpedFromClash = true;
            return(result);
        }