Fixed an issue where the part of a 2-tile-unit that is outside of the map was considered a target and caused an endless-loop in the pathfinding being unable to get there.
@@ -245,7 +245,7 @@ AttackPossibility AttackPossibility::evaluate(
std::vector<BattleHex> defenderHex;
if(attackInfo.shooting)
- defenderHex = defender->getHexes();
+ defenderHex.push_back(defender->getPosition());
else
defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);