Closed rhymu8354 closed 5 years ago
The bug was caused by allowing access if any entity at the position had a tile component with matching access. The solution is to match entities from highest to lowest depth, and stop and deny access if an entity is found with a non-zero access that does not match.
This is a bug introduced when the Components::Impl::AccessCheck code was changed to fix issue #113. We should probably iterate entities from top to bottom and stop if any entity with a tile has an access field which does not match any character movement capability.