Follow-up Comment #18, patch #3186 (project wesnoth):
I have, in the past, coded something in WML that would be perfect for the
enter_hex event: I made a scenario in which the terrain changed as units moved
over it (to a terrain that was beneficial to that unit). At the time, all of
the terrain changes happened in the moveto event (using a lua function to
retrieve the path that the unit followed), but it would have been better if
the terrain could have changed as the unit moved over it, mid-animation. Such
an event shouldn't be undoable, but it would grow extremely annoying if it
unavoidably interrupted the move every time it triggered. I am trying to stay
true to that as one possible use of the enter_hex event.
That is also an argument for a [stop_action] as separate from [allow_undo],
but even with [stop_action], the problem of how to handle an enter_hex event
that changed visible game state without halting movement would still exist.
While a movethrough event that only stopped movement and nothing else would be
somewhat useful, I think it falls far short of what most people anticipating
this feature are expecting.
On the side topic you mentioned: There are some cases when it would make sense
to bypass all sighted events, such as when capturing a village with a durable
level 3 unit when you know the opponent has nothing over level 2 (except
possibly tied up in another part of the map) - but does have several weak
units that pose no threat but would be annoying to be notified of. Moving to
a known-safe location with a high-movement unit (Elvish Outrider in forest vs.
Loyalists?) that might sight distant enemies would be another case.
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