bugBattle for Wesnoth - Bugs: bug #22206, Tunnel problem causes lua errors,...

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bug #22206: Tunnel problem causes lua errors, and bad surprise for the player

Submitted by:  Dan Gerhards <beetlenaut>
Submitted on:  Sun 15 Jun 2014 11:36:55 PM UTC  
Category: BugSeverity: 4 - Important
Priority: 5 - NormalItem Group: User Interface
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Release: 1.11.16Operating System: Linux

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Sun 10 Aug 2014 05:15:02 PM UTC, comment #1:

Every time the AI tries to use a tunnel with a unit stopped at the target end, the screen gets covered with error messages, including one asking the user to report the problem to the forums. This is a pretty bad problem for my campaign, and I'm getting bug reports about it, so I'm moving the severity up.

Dan Gerhards <beetlenaut>
Project Member
Sun 15 Jun 2014 11:36:55 PM UTC, original submission:

Hexes reachable through tunnels are all highlighted as expected, but in the current implementation, a unit can't actually use the tunnel in some cases. In the attached image and scenario file, there is a bidirectional tunnel connecting the craters. You can select the saurian, then click on the swamp. It moves through the tunnel and reaches the swamp as expected. But, if you select the scout and click on the forest, it doesn't work. The scout moves to the first crater, then an error message pops up saying the tunnel is being blocked (by the mage)--though we know it's still open in the other direction. Even worse, this move can't be undone! That's a nasty, un-fixable surprise for the player. Also, if a micro_ai tries to send the scout through this tunnel, it will spray lua errors across the screen. For more fun, try planning mode.

The simplest way to fix this is to mark hexes at the other side of the tunnel as unreachable if a unit is there, but that doesn't make sense. Units on the same side can move through each other in all other cases, so they should definitely be able to do so in this case as well. For some uses, it might be desirable to have units be able to block a tunnel (in one or both directions), but that would still be possible with a few moveto events.

Dan Gerhards <beetlenaut>
Project Member


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Attach File(s):

Attached Files
file #21048:  tunnel_test.jpg added by beetlenaut (82kB - image/jpeg)
file #21049:  tunnel_test.cfg added by beetlenaut (792B - application/octet-stream)


Depends on the following items: None found

Items that depend on this one: None found


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  • -unavailable- added by beetlenaut (Submitted the item)

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    Follow 5 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sun 10 Aug 2014 05:15:02 PM UTCbeetlenautSeverity3 - Normal=>4 - Important
      SummaryUnreachable hexes through a tunnel are shown as reachable=>Tunnel problem causes lua errors, and bad surprise for the player
    Sun 15 Jun 2014 11:36:55 PM UTCbeetlenautAttached File-=>Added tunnel_test.jpg, #21048
      Attached File-=>Added tunnel_test.cfg, #21049
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