Fix for long-standing NPE issue with Aerospace path generation on airless ground maps #5771
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Our current ground map pathing code for Aerospace units is fairly simplistic, and in the situation where turns are free (because ASFs on airless / trace atmosphere maps use Spheroid movement) will enter an infinite regress while trying to determine all possible valid moves.
The fix is to restrict Aerospace pathing to 1/2 default Java stack size; there's really no need to even go this far for every possible turn-move-turn combo, because (IIRC) the maximum hover path length on the ground map is 8 hexes, but I wanted to be circumspect.
In my testing I found that reducing the max pathing depth to 256 moves was actually quite fast, so we may wish to consider this in the future.
Note that Princess is actually not very good with Spheroid movement on ground maps but at least this will prevent the StackOverflow error.
Testing:
Close #3595