[message] behaviour seems odd, possible bug?

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Spannerbag
Posts: 539
Joined: December 18th, 2016, 6:14 pm
Location: Yes

[message] behaviour seems odd, possible bug?

Post by Spannerbag »

Hello,
I may have stumbled on a [message] bug, not sure.

The Battle for Wesnoth version 1.16.8 x86_64
Running on Microsoft Windows 7 Service Pack 1 (6.1.7601) x86_64
Distribution channel: itch

It seems that when a player controlled unit issues a [message] within a moveto event on an ai turn, the speaking unit is not highlighted?

Here's the test code and selected screen dumps (seems to be a six file limit?):

Code: Select all

  [event]
    name=side 1 turn 1 refresh
    [terrain]
      x,y=4,5
      radius=3
      terrain=Fda
    [/terrain]
   {GENERIC_UNIT 1 (Wose Sapling) 5 6}
   {GENERIC_UNIT 1 (Wose Sapling) 6 3}
   {GENERIC_UNIT 1 (Elvish Avenger) 5 4}
   [message]
     x,y=5,6
     message=_"(Hidden Wose) My side turn"
   [/message]
   [message]
     x,y=6,3
     message=_"(Visible Wose) My side turn"
   [/message]
   [message]
     x,y=5,4
     message=_"(Hidden Elf) My side turn"
   [/message]
  [/event]
msg_wh1.png
msg_wv1.png

Code: Select all

  [event]
    name=side 2 turn 1 refresh
   [message]
     x,y=5,6
     message=_"(Hidden Wose) Enemy side turn"
   [/message]
   [message]
     x,y=6,3
     message=_"(Visible Wose) Enemy side turn"
   [/message]
   [message]
     x,y=5,4
     message=_"(Hidden Elf) Enemy side turn"
   [/message]
  [/event]

msg_wh2.png
msg_wv2.png

Code: Select all


  [event]
    name=moveto
    [filter]
      x,y=4,8
      side=2
    [/filter]
   [message]
     x,y=5,6
     message=_"(Hidden Wose) Enemy moveto"
   [/message]
   [message]
     x,y=6,3
     message=_"(Visible Wose) Enemy moveto"
   [/message]
   [message]
     x,y=5,4
     message=_"(Hidden Elf) Enemy moveto"
   [/message]
  [/event]
msg_whmt.png
msg_wvmt.png
There is a village at 4,8 that the enemy leader always captures on turn 1.
All the messages have highlighting except for the movetos...

The original post is here and within that thread is a three part post similar to above but with the elf included starting with part1.

If you need more info let me know.

Cheers!
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.17, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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Spannerbag
Posts: 539
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: [message] behaviour seems odd, possible bug?

Post by Spannerbag »

Hi, it's been awhile - has anyone at least been able to replicate what I've seen... or is it just me? :?
Cheers,
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.17, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
User avatar
Heindal
Posts: 1360
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
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Re: [message] behaviour seems odd, possible bug?

Post by Heindal »

Never seen anything like that. I think it is too specific, I mean a made almost everything that is possible with pure wml and never encountered that problem. I just know that they've changed some things in 1.16 considering the filters to make a random unit of side speak. That isn't working any more. So they've probably changed some things in the code considering message.

But considering the circumstances - it could be intended, so that a hidden unit doesn't reveal its location.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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Spannerbag
Posts: 539
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: [message] behaviour seems odd, possible bug?

Post by Spannerbag »

Heindal wrote: June 28th, 2023, 4:03 pm Never seen anything like that. I think it is too specific, I mean a made almost everything that is possible with pure wml and never encountered that problem. I just know that they've changed some things in 1.16 considering the filters to make a random unit of side speak. That isn't working any more. So they've probably changed some things in the code considering message.

But considering the circumstances - it could be intended, so that a hidden unit doesn't reveal its location.
Thanks for replying, much appreciated.

Sorry, wasn't clear: the behaviour changes depending on the [message]'s "environment".
When I said:
It seems that when a player controlled unit issues a [message] within a moveto event on an ai turn, the speaking unit is not highlighted?
this applies to hidden and visible units and the latter, I would've thought, should certainly be highlighted? :?
(If you look at the very last screen grab in my post that is a visible unit speaking without highlighting).

The same unit when speaking on enemy turn is highlighted when [message] is inside enemy's side 2 turn 1 refresh event, but not when [message] is inside enemy moveto event? :?

If you have a minute I'd be very grateful if you could see if you could replicate this effect so I know it's not just me (I force an ai moveto by putting a village within range of an enemy unit and use that to trigger the enemy moveto event).

Cheers,
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.17, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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