Update of bug #13876 (project wesnoth):
Status: None => Fixed
Assigned to: None => alink
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Follow-up Comment #5:
Yes, your idea was good and solve a lot of cases. But I added some
improvement to better handle map having "corridor" (even just if surrounding
terrain is slower like for a road), because queue of units was a problem
there. To avoid blocking/moving units several times by turn (which is
annoying), we must begin with the head of the queue. That is, with units
being able to fully move. Probably could be still improved a little, but I
tried to keep it simple (also because pathfinding implementation details)
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