Follow-up Comment #3, bug #20071 (project wesnoth):
I've managed to reproduce what I think is the original problem:
* Player 1 has a low-health unit. In planning mode, Player 1 plans a move that
takes more than one turn to complete (thus, leaving the low-health unit with
planned moves after the current turn).
* Player 2 attacks the low-health unit, killing it.
* Back to Player 1's turn, the killed unit still has unfinished planned moves,
causing an assertion failure in debug mode, or a terminal crash in normal
release compilation.
The crash happens because highlighter::last_action_redraw() attempts to access
now-dead unit. I've worked around this by checking first that the unit is
valid before attempting to access its data. I am still working on whether its
possible (within my limited knowledge of the code) to remove the unfinished
planned move highlighting which lingers behind (it ought to be deleted if the
unit is no longer alive).
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