Since recent revisions, certain legal jump moves are difficult or impossible to enter. E.g. try jumping a mech out of a 1-level depression to a hex in its rear arc. I believe this may be due to the changes introduced to fix [#4567]; possibly the updated heuristic needs to consider jump MP as a special case.
This also can occur traversing a downward elevation change; e.g. see attached.
Diff:
Fixed in [r11973].
You're exactly right, the ShortestPathFinder.getLevelDiff term for the heuristic should always return 0 if the MovePath is jumping. I had a feeling I was missing a case when I was writing the case...
As an aside, it's convenient if you attach a saved game of your test setup. In this case, it didn't take me long to reproduce it, but in general it saves me a lot of time if I can just load up a saved game.
Related
Commit: [r11973]
(As a note, I left the entry for this bug out of history.txt. The bug was only in existence for about 7 hours. I feel like an entry in history.txt will be meaningless for people looking for a release changelog, and anyone who is going to encounter this bug is already going to be watching the commit messages.)