[SUPPORT] Advanced Turn Based Tile Toolkit

@MatthewDouglas: Hi Matthew, it seems like the edges at the fringes of the grid are not being removed properly. During setup the toolkit loops through all tile indexes and connects each tile to its surrounding tiles by adding an edge between each index and the index at index+1, index+GridSizex, index +GridSizeX+1 etc. This works well for most tiles, but for the tiles at the fringes this connects them to nonexistent tiles (for the tiles at north and south) and the tiles at the other side of the grid (for the tiles at east and west). I fix this in the Create Walls on Grid Edges function, where I loop through all indexes and delete the inappropriate edges. My guess is that you have coded something wrong there, as this will cause pathfinding to continue searching beyond the grid when it hits the fringes of the grid and place TilesInMoveRange at index 0 for all nonexistent tile indexes. One way to debug this is to use the GetHitTileIndex function, get the value of the EdgeArray at the outputted index and printing it to the console to see if it the underlying tile has the correct number of edges.

@Mewbits: Hi Mewbits, that’s a question I’ve always been really bad at answering. My estimates are always way off when I do so. I am making great progress and have managed to mostly complete big units (only for square grids at the moment, but I’m working on it) and have networked multiplayer partly working already.

There is still a lot of work to do, however, and as I’m going through all of my blueprints and rewriting anything I feel can be improved this will still take a long time. Often the best way to make an estimate is to look at previous data. Looking at my changelog, the time between my last two major feature updates was almost 11 months. A lot of stuff happened between then and now, like me getting married and traveling a lot, which delayed me by a couple of months, but life being unpredictable is one of the reasones estimates are difficult to make.

I feel that this update should be a significantly quicker, but it might just be the planning fallacy doing its thing again. On paper the list of stuff I am adding is bigger rather than smaller than the last update, though my scripting skills have also improved since then. In other words, expect it to take some time. When I’m happy with it I could post my solution for large units if you are interested in implementing this earlier.

I frequently check in on your game’s progress, by the way. It is shaping up really well and I’m greatly looking forward to the day I get to play it :slight_smile: