Soldier is stuck after fight and prevents the takeover

Bug #589697 reported by Markus Scheucher
This bug report is a duplicate of:  Bug #612348: soldiers do not finish their battle. Edit Remove
12
This bug affects 2 people
Affects Status Importance Assigned to Milestone
widelands
Confirmed
High
Unassigned

Bug Description

At the end of the third tutorial mission I attacked one of the last "Barriere" with a few soldiers. After beating the enemy the victorious soldier start the walk south animation at the enemy flag just in front of the "Barriere". The othe five attacking soldiers stand around this point and won't move either.

I tried save and reload without success. .

Tags: military
Revision history for this message
Markus Scheucher (q-admin-blackscyther-com) wrote :
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Markus Scheucher (q-admin-blackscyther-com) wrote :

Version is bzr5387[widelands][RELEASE]

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Raul Ferriz (raul.ferriz) wrote :

Could you attach a replay please?

tags: added: military
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Lukas (ludamo) wrote :

I've noticed this bug at another map, too.

Consider following solution:

Just implement a 'failback' strategy which automatically removes unmoving soldiers after some time (I've noticed such behaviour in BlueByte's Settlers II).

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Nicolai Hähnle (nha) wrote :

Thank you for the report. As Raul said, if you could attach a replay of these games, that would be great. Judging from the screenshot, part of the problem is that a yellow soldier is still there.

I don't think flat out removing soldiers is the best way to go forward. There are in fact other problems with soldiers, namely that if you start a large attack through relatively narrow passes, the game's performance goes to its knees because it continuously uses relatively inefficient pathfinding strategies (the extent of this problem has been toned down a lot, but it's still there).

I've been idly thinking about a way to solve this properly, which would involve pathfinding soldiers without consideration for blocking soldiers initially; then, when two or more soldiers "touch" in the sense that at least one of them is blocked by at least one other neighboring soldier, they should do some cooperative steering, where friendly soldiers move out of the way for each other, while enemy soldier just start attacking each other in case of blocks.

Revision history for this message
Lukas (ludamo) wrote :

Please don't see my post #4 as a solution - this should just be a 'failback' - a piece of code which activates if all else fails.

If a soldier hasn't moved in the last 30 minutes (e.g. - there might be some special cases when a soldier really sees no need to move about 30 minutes, ) there must be any problem which the actual code can't solve. Regardless which other code will be implemented in future.

I can attach a savegame with this bug - sorry, i don't know which replay this game is :P

I'll attach this savegame here.

Sorry, i'm not sure, at which revision this savegame was made, i think build15...

Timowi (timo-wingender)
Changed in widelands:
importance: Undecided → High
status: New → Confirmed
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SirVer (sirver) wrote :

This is very likely a duplicate of #612348. Please cry if this is not the case. As mentioned before, without a replay this will be hard to fix.

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