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#4271 No unit to move with mek lance movement

stable 0.40
closed
None
fixed
1
2014-12-17
2014-10-10
No

It's possible to receive a "no unit to move" error message when using a mek lance movement rule and the unit fails to stand.

What happens is, Server.processMovement line 8545 creates a new SpecificEntityTurn for the unit to continue its movement. However, this turn doesn't have its isMultiTurn state set properly, so when that turn is ended, Server.endCurrentTurn doesn't realize it's a "multi" turn and thinks it needs to add more turns for the rest of the units in the lance to move.

Related

Bugs: #4632

Discussion

  • Nicholas Walczak

    Fixed in [r11298]. I added code in Server.processMovement around line 8545, when the new SpecificEntityTurn is added that pulls the current turn, and uses the current turn's isMultiTurn state to set the isMultiTurn state of the newly added turn. This will prevent more turns from being added for the lance (unless it's the first unit in a lance that is moving).

     

    Related

    Commit: [r11298]

  • Nicholas Walczak

    • Resolution: accepted --> fixed
     
  • Dylan Myers

    Dylan Myers - 2014-12-17
    • Status: open --> closed
     

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