bugBattle for Wesnoth - Bugs: bug #20299, Fake units not always updated

 
 
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bug #20299: Fake units not always updated

Submitted by:  J Tyne <jamit>
Submitted on:  Fri 16 Nov 2012 11:39:14 PM UTC  
 
Category: BugSeverity: 2 - Minor
Priority: 5 - NormalItem Group: Whiteboard
Status: NonePrivacy: Public
Assigned to: Gabriel Morin <gabba>Open/Closed: Open
Release: 1.10.4Operating System: linux

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Fri 16 Nov 2012 11:39:14 PM UTC, original submission:

Basic steps to reproduce:

1) Have more than one unit on your side that can move.
2) Turn on planning mode.
3) Click one of your units (allowing you to plan moves for it).
4) Move the mouse over an unoccupied hex.
5) Hit 'n' (for the next unit).

The path is not updated to originate from the newly selected unit, and the unit shown at the mouse end of the path is still the previously selected unit. The path gets set correctly upon clicking or moving the mouse to a new hex, but the unit image is not corrected unless you do something like mouse over a unit (which causes the fake unit to disappear, so it gets recalculated when mousing back over a vacant hex).

In fact, if you click without resetting the unit being displayed, the wrong unit remains displayed (in full color now) at the destination, with no way to remove it other than executing or deleting the planned action. (How many Konrads do you want to see? :) ) There are other "neat" things you can do with this bug, but I suspect they are more amusing than helpful as far as fixing this goes.

The underlying mechanics appear to be working OK, so I think this is just a display bug. I guess a whiteboard notification is missing when the selected unit changes?

J Tyne <jamit>
Project Member

 

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