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); }