Follow-up Comment #2, bug #13876 (project wesnoth):
I propose to move the units always as far as possible instead of not moving
them at all in some situations. (In the example savegame I attached there are
some units with an absolutely free path that are not moved.)
I am not familiar with the code in wesnoth. Therefore I write my proposed
algorithm in my own version of psuedocode:
-----------
for (boolean moved = true; moved == true;) {
moved = false;
for (Unit unit : unitsToMove) {
moved |= unit.moveTowardsTarget();
}
}
-----------
unit.moveTowardsTarget() would move the unit as far as currently possible
towards the target point on the optimal path.
The algorithm is very simple and I think it solves the problem.
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