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Add wayfinding and related rendering options #51
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…Mode into etaylor_wayFinding
…an-Mode into etaylor_wayFinding
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@ConorLeckey @sram1337 I've been running this in parallel with all the other work we've been doing because I found the wayfinding QoL and diagnostics so useful along the way, so it's been kept in good order as other changes have progressed. The screenshots above are a little outdated as things like group tile config options were also added. I think it'd be good to get this one merged to avoid conflicts with any sailing fix as there is (admittedly) a bit of complexity in this change set that could potentially lead to conflicts. Once this is merged I'll start looking at addressing sailing issues. |
What issue does this PR address?
While playing tileman mode with auto mark on, a frequent source of frustration is that the player can't reliably move along an already claimed path without accidentally claiming a new tile. Additionally, the cost in tiles to move to where you've currently selected is not clear before starting to claim a path.
How does it address the issue
This PR:
Feature screenshots (varying example configurations)
New config menu settings:

Walking a claimed path (claim tiles set to inset)

Walking an unclaimed path (example custom configuration)

Testing performed
Edge case handling explanations
The wayfinding rendering is disabled when shift is held
Sometimes I can't wayfind very far in front of me
Paths to an interactable object don't show
Risk Analysis
Annoying existing plugin users
Performance implications of path rendering