URL:
<http://gna.org/patch/?971>
Summary: Add check for unit existence when a python AI calls
attack_unit, fix unit.name
Project: Battle for Wesnoth
Submitted by: mesilliac
Submitted on: Thursday 02/07/2008 at 05:34
Priority: 5 - Normal
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
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Details:
bruteforce.py was causing wesnoth to crash by occasionally calling
attack_unit with a location argument that didn't point to a valid unit.
Added a quick check to the attack_unit wrapper that simply tests whether
there are units on the tiles (it already tests whether the tiles are
adjacent, and whether the attack index is valid).
Also, the "name" method of a unit was returning the unit type name in stead
of the name of the specific unit. Was this intentional? The type name is
already accessible through unit.type().name.
Having unit.name point to the name of the specific unit isn't really
necessary, but it helps with debugging, and looks prettier in the debug log.
Neither sample.py or bruteforce.py use the unit.name method, so changing it
shouldn't cause any confusion at all.
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File Attachments:
-------------------------------------------------------
Date: Thursday 02/07/2008 at 05:34 Name: ai_python.diff Size: 1kB By:
mesilliac
patch to ai_python.cpp
<http://gna.org/patch/download.php?file_id=3753>
_______________________________________________________
Reply to this item at:
<http://gna.org/patch/?971>
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