
Using a dynamic limit here is not the right way to do this, among other things for the reasons given in the old comment. The new comment is copied from a bit earlier in the code, where more path finding is done. Path finding is indeed the most expensive part of the evaluation, but which of the two path finding loops takes more time depends on whether there are more goals or more units on the map. In any case, if we want to improve the efficiency of this part of the code, it should be done by some sort of "smart pre-selection" rather than by limiting the a* search like this. Also, this second path finding loop can already be skipped by using simple_targeting=yes. Note that this commit does not change current behavior, it only removes the TODO and commented-out code.
About
The Battle for Wesnoth is an Open Source, turn-based tactical strategy game with a high fantasy theme, featuring both singleplayer and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, or take hand in any number of other adventures.
License
Please see the wiki for information regarding The Battle for Wesnoth's licensing:
https://wiki.wesnoth.org/Wesnoth:Copyrights
Installing
See INSTALL.md for instructions on how to build the game from source code.
More Information
For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site.
A (translated) description of how to play the game can be found in doc/manual/manual.*.html, or online at:
https://wiki.wesnoth.org/WesnothManual
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: