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 Jun 15 23:36:55 2014  
 
Category: BugSeverity: 4 - Important
Priority: 5 - NormalItem Group: User Interface
Status: FixedPrivacy: Public
Assigned to: Matthias Schoeck <mattsc>Open/Closed: Closed
Release: 1.11.16Operating System: Linux

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Fri Sep 16 14:02:35 2016, comment #2:

This should be fixed for 1.13.6 in two commits. Commit 0452848966 makes the moves/reaches found and displayed by the pathfinding code consistent with the actual possible moves, eliminating the surprise stop for the player and AI.

Commit 692109f3bb adds an option to the tunnel tag to trigger own/allied units action as tunnel exit blockers on and off. The default behavior remains as it was (they do block the tunnel) for backward compatibility reasons.

Matthias Schoeck <mattsc>
Project MemberIn charge of this item.
Sun Aug 10 17:15:02 2014, 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 Jun 15 23:36:55 2014, 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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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

 

Carbon-Copy List
  • -unavailable- added by vultraz (Updated the item)
  • -unavailable- added by mattsc (Posted a comment)
  • -unavailable- added by beetlenaut (Submitted the item)
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    Follow 8 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Mon Nov 7 08:08:31 2016vultrazOpen/ClosedOpen=>Closed
    Fri Sep 16 14:02:35 2016mattscStatusNone=>Fixed
      Assigned toNone=>mattsc
    Sun Aug 10 17:15:02 2014beetlenautSeverity3 - Normal=>4 - Important
      Release1.11.15=>1.11.16
      SummaryUnreachable hexes through a tunnel are shown as reachable=>Tunnel problem causes lua errors, and bad surprise for the player
    Sun Jun 15 23:36:55 2014beetlenautAttached File-=>Added tunnel_test.jpg, #21048
      Attached File-=>Added tunnel_test.cfg, #21049
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