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Once calculated for a grid cell, cache the penalty
in the pathfinder. The penalty depends currently only
on the position and not the heading, so this requires
a limited amount of memory.
This should reduce the calls for getNodePenalty() by
an order of magnitude, but needs to be tested on a
bigger field with difficult situations.
PathfinderUtil.logger:debug('First headland waypoint isn\'t in front of us (%.1f), remove first few waypoints to avoid making a circle %.1f %.1f', dirDeg, dx, dz)
480
+
PathfinderUtil.logger:debug(vehicle, 'First headland waypoint isn\'t in front of us (%.1f), remove first few waypoints to avoid making a circle %.1f %.1f', dirDeg, dx, dz)
PathfinderUtil.logger:debug('No headland, or there is a headland but wasn\'t able to get the shortest path on the headland to the next row, falling back to hybrid A*')
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+
PathfinderUtil.logger:debug(vehicle, 'No headland, or there is a headland but wasn\'t able to get the shortest path on the headland to the next row, falling back to hybrid A*')
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