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Astar2D get_point_path() returns a path when first point is disabled #113975

@AidasLit

Description

@AidasLit

Tested versions

Reproducible in - 4.5 stable, 4.5.1 stable, 4.6 beta1
Non-reproducible in - 4.4.1 stable

System information

Godot v4.5.stable - Fedora Linux 43 (KDE Plasma Desktop Edition) on Wayland - X11 display driver, Multi-window, 1 monitor - OpenGL 3 (Compatibility) - AMD Radeon RX 570 Series (radeonsi, polaris10, ACO, DRM 3.64, 6.17.8-300.fc43.x86_64) - Intel(R) Core(TM) i7-9700 CPU @ 3.00GHz (8 threads) - 15.53 GiB memory

Issue description

Astar2D get_id_path() and get_point_path() return different results. In my case, get_id_path() returns an empty path, whereas the get_point_path() does return a path.

I am not sure what conditions are triggering this, I tried calling the method right after initialising the Astar2D, by getting a path for a single tile movement, in that situation it worked fine.

Steps to reproduce

After opening the reproduction project, just run the app. After running the project, click on any green tile and press the button on the top right. If the bug reproduces, then an assertion should kick in and point to the code location for the logic. In the output there are also both results printed from the two functions.

Minimal reproduction project (MRP)

I made a branch on my project for the reproduction build here:
https://github.com/AidasLit/Hex-game-uni/tree/astar-possible-bug

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