bugFreeciv - Bugs: bug #21932, nuke self destructs own city after...

 
 
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bug #21932: nuke self destructs own city after tech loss

Submitted by:  None
Submitted on:  Thu 17 Apr 2014 06:06:32 AM UTC  
 
Category: NoneSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOriginator Email: -unavailable-
Open/Closed: OpenRelease: 2.4.2
Operating System: NonePlanned Release: 

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Sat 12 Jul 2014 07:01:19 AM UTC, comment #8:

This bug is no longer present in version 2.5.

Using Explode Nuclear you can point and click the destination tile but will now just get the message 'didn't find a route to the destination' and nothing happens.
Using Goto behaves as before - it is not possible to move at all.
Using the keyboard works as before - you can move and explode.

And to answer I don't think anything here limits pathfinding to looking for single (current) turn paths only.'

With respect to nukes if you try to fire past the current move limit you will get the message 'too far'

Anonymous
Sat 19 Apr 2014 02:29:02 PM UTC, comment #7:

Well, I don't think anything here limits pathfinding to looking for single (current) turn paths only. So, there would be a bug also if we allowed nukes with fuel for more than one turn -> pathfinding would find suitable paths for them, but then they would explode immediately after moving the first part.

Marko Lindqvist <cazfi>
Project Administrator
Sat 19 Apr 2014 01:13:41 PM UTC, comment #6:

> Am trying to upload the test game a second time.

Got it.

And now I understand why tech loss makes a difference to movement -- this is civ2civ3[*], where Nuclear units have a base move_rate of 0, and get their movement from tech-driven Move_Bonus effects.

[*] The version I have installed is "Updated 2013-12-01"

However, that still ought only to affect restoring move points at the end of the turn (unit_restore_movepoints()).

However^2, I wouldn't be surprised if pathfinding / goto / whatever has some assumption where it takes the current move rate rather than moves_left -- I've certainly seen that before. That's probably separate bug(s).

Jacob Nevins <jtn>
Project Administrator
Sat 19 Apr 2014 12:56:43 PM UTC, comment #5:

Yes - the same effect is seen with unitwaittime - self destruction of your own city. I have posted a second bug report for this new error. See bug #21934:

Perhaps this bug report would be better discussing why after techloss the nuke retains its movement points until turn done is pressed.

Anonymous
Sat 19 Apr 2014 12:41:49 PM UTC, comment #4:

> The ruleset is civ2civ3 with techloss artificially created
> using the editor.


When you have last updated civ2civ3 ruleset? It certainly does not fix the actual bug, but may affect reproducibility from your savegame. Ruleset available with modpack installer was last updated just a couple of days ago, so I assume you had played that game with an older version.

Marko Lindqvist <cazfi>
Project Administrator
Sat 19 Apr 2014 12:31:22 PM UTC, comment #3:

The file seems to be loaded this time.

>"I don't think tech loss can affect the ability of extant units to move"


I you want to test this - look at the nukes movement points before and after pressing turn done.

The ruleset is civ2civ3 with techloss artificially created using the editor.

Anonymous
Sat 19 Apr 2014 12:26:19 PM UTC, comment #2:

Am trying to upload the test game a second time.

(file #20521)

Anonymous
Sat 19 Apr 2014 10:59:59 AM UTC, comment #1:

> An example is in the attached file.

I don't see an attachment...

> This situation can occur after tech loss of Advanced Flight. [...]

I'm dubious of this diagnosis -- I don't think tech loss can affect the ability of extant units to move, at least in standard rulesets? I'm guessing something else must be restricting your nukes' ability to move.

However, I see that do_map_click() on the client sends do_unit_goto() bravely followed by do_unit_nuke(); thus it's unable to check that the goto succeeded. If the goto fails for some reason, then I think comedy of the kind you describe will ensue.
(For instance, I think that unitwaittime could cause this?)

The obvious long-term fix is to bring nuking into the orders system, so that the server can abort the mission if the goto isn't successful. I haven't thought hard if it would be practical to backport that to S2_4 protected by some "safer_nukes" capability.

(Sigh. With this and patch #3803, our nuclear command and control is more ropey than the USA's in the 1960s, isn't it?)

Jacob Nevins <jtn>
Project Administrator
Thu 17 Apr 2014 06:06:32 AM UTC, original submission:

Using the shift N command to explode a nuke on an enemy city risks self destruction. An example is in the attached file. Point the nuke in London at the nearby city Berlin and fire it using the shift N command. Nothing happens. Now point it at the German worker next to Berlin. You destroy your own city, London.

This situation can occur after tech loss of Advanced Flight. Nukes that existed before the theft of the tech retain their movement points until the end of the turn. The keyboard arrow commands still function normally. Goto is disabled however in this case. But beware the shift N command appears to function, in reality it causes self destruction.

Anonymous

 

(Note: upload size limit is set to 1024 kB, after insertion of the required escape characters.)

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Attached Files
file #20521:  nuke-self-destructs.sav.bz2 added by None (20kB - application/x-bzip2)

 

Depends on the following items: None found

Items that depend on this one: None found

 

Carbon-Copy List
  • -unavailable- added by cazfi (Posted a comment)
  • -unavailable- added by jtn (Posted a comment)
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    Follows 1 latest change.

    Date Changed By Updated Field Previous Value => Replaced By
    Sat 19 Apr 2014 12:26:19 PM UTCNoneAttached File-=>Added nuke-self-destructs.sav.bz2, #20521
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