Flood of [special_note] on units every turn

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Toranks
Posts: 51
Joined: October 21st, 2022, 8:59 pm
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Flood of [special_note] on units every turn

Post by Toranks »

I have discovered a problem with Advance Wesnoth Wars that I can't understand how it is related, but after many tests I have discovered that it is a specific function of the addon.

What happens is that every turn, multiple lines are added to some specific unit movetypes. So far, that I have seen, undeadspirit and mounted. These lines continually grow to insane levels of thousands of lines per unit. I have not found any other relevant issues, the stats are correct, and there are no relevant effects on the gameplay, it is only seen in savegame files or using :inspect in debug mode.

Code: Select all

			[special_note]
				note=_"Spirits have very unusual resistances to damage, and move quite slowly over open water."
			[/special_note]

			[special_note]
				note=_"This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types."
			[/special_note]
Nothing that the addon does changes the movetype, nor adds these notes, it must be the game itself for some function. I have no idea which one. I have attached the complete code for the surprise ambushes function and some of the relevant macros.

Code: Select all

#textdomain aww
### 13. AMBUSHED UNITS DO ATTACK SURPRISES ; AFTER A NORMAL/SURPRISE THEN CANNOT SURPRISES NEXT TURN
# Author: Ruvaak, Toranks
# Partially based on Bobs_RPG_Era/files/ability_events.cfg
# see event name=movement end / {MODIFY_UNIT (id=Mal Keshar) attacks_left 1}
# will imply 1 unit variables : aww_ambush_cooldown_turn


## reset cooldown turn increment when we starts a new scenario of a campaign.s
# note : not filtered for recall list, so perfect :
[event]
    name=start,aww_event_13_reset
    id=aww_13_trigger_ambush_cooldown_reset
    first_time_only=no
    [filter_condition]
        {AWW_ENABLED_FEATURE_13}
    [/filter_condition]

    [modify_unit]
        [filter]
            ability_type=hides
        [/filter]
        [variables]
            aww_ambush_cooldown_turn=0
        [/variables]
    [/modify_unit]
[/event]


## un-surprises units on cooldown:
# new turn is here to manage daytime-related hides like nightstalk
[event]
    name=new_turn,turn_refresh,side_turn_end
    id=aww_13_trigger_ambush_cooldown_refresh_turn
	first_time_only=no
	[filter_condition]
        {AWW_ENABLED_FEATURE_13}
    [/filter_condition]

    [store_unit]
        variable=ambushers
        [filter]
            ability_type=hides
            #ability_type_active=hides # TODO TEST
        [/filter]
    [/store_unit]

    {FOREACH ambushers a}
        [if]
            {VARIABLE_CONDITIONAL ambushers[$a].variables.aww_ambush_cooldown_turn greater_than $turn_number}
        [then]
			{VARIABLE ambushers[$a].variables.preambush no}
            [unstore_unit]
                variable=ambushers[$a]
                #text=_"Uncovered!"
            [/unstore_unit]

            #{AWW_TERRAIN_LABEL $ambushers[$a].y $ambushers[$a].y _"Uncovered " {COLOR_HEAL}}
        [/then]
		[elseif]
			{VARIABLE_CONDITIONAL ambushers[$a].variables.aww_ambush_cooldown_turn less_than_equal_to $turn_number}
		[then]
			{VARIABLE ambushers[$a].variables.preambush yes}
			[unstore_unit]
                variable=ambushers[$a]
            [/unstore_unit]
		[/then]
		[/elseif]
		[elseif]
			{AWW_NOT_ISSET_VARIABLE ambushers[$a].variables.aww_ambush_cooldown_turn}
		[then]
			{VARIABLE ambushers[$a].variables.preambush yes}
			{VARIABLE ambushers[$a].variables.aww_ambush_cooldown_turn 0}
			[unstore_unit]
                variable=ambushers[$a]
            [/unstore_unit]
		[/then]
		[/elseif]		
        [/if]
    {NEXT a}
    {CLEAR_VARIABLE ambushers}
[/event]


## un-surprises moving unit if still on cooldown (informative)
[event]
    name=moveto
    id=aww_13_trigger_ambush_cooldown_refresh_moveto
	first_time_only=no
	[filter_condition]
        {AWW_ENABLED_FEATURE_13}
    [/filter_condition]
    [filter]
        ability_type=hides
    [/filter]

        [if]
            {VARIABLE_CONDITIONAL unit.variables.aww_ambush_cooldown_turn greater_than $turn_number}
        [then]
			{VARIABLE unit.variables.preambush no}
            [unstore_unit]
                variable=unit
                #text=_"Uncovered M!"
            [/unstore_unit]

            #{AWW_TERRAIN_LABEL_CURRENT_SIDE_UNIT _"Uncovered M!" {COLOR_HEAL}}
        [/then]
        [/if]
	[allow_undo]
	[/allow_undo]
[/event]


## unsurprises + add cooldown for 2 turns to potential ambushers who attacks :
[event]
    name=attack_end
    id=aww_13_trigger_ambush_cooldown_refresh_attack
	first_time_only=no
	[filter_condition]
        {AWW_ENABLED_FEATURE_13}
        {VARIABLE_CONDITIONAL unit.hitpoints greater_than 0}
    [/filter_condition]
    [filter]
        ability_type=hides
    [/filter]

	{VARIABLE unit.variables.preambush no}
    {AWW_VARIABLE_VALUE_OP unit.variables.aww_ambush_cooldown_turn $turn_number add 2}
    [unstore_unit]
        variable=unit
        #text=_"Uncovered A!"
    [/unstore_unit]

    #{AWW_TERRAIN_LABEL_CURRENT_SIDE_UNIT _"Uncovered A!" {COLOR_HEAL}}
[/event]


## manage if unit is hidden or not for the unit who start to moves

[event]
    name=exit_hex
    id=aww_13_trigger_ambush_startmove
	first_time_only=no
	[filter_condition]
        {AWW_ENABLED_FEATURE_13}
    [/filter_condition]
	[store_unit]
		variable=hidden_units
		[filter]
			[filter_vision]
				visible=no
			[/filter_vision]
		[/filter]
	[/store_unit]
	[allow_undo]
	[/allow_undo]
[/event]

## manage surprises attacks
[event]
    name=moveto
    id=aww_13_trigger_ambush_moveto
	first_time_only=no
	[filter_condition]
        {AWW_ENABLED_FEATURE_13}
    [/filter_condition]
	[filter]
		[filter_adjacent]
			is_enemy=yes
			ability_type_active=hides
			find_in=hidden_units
			[filter_wml]
					[variables]
						preambush=yes
					[/variables]
			[/filter_wml]
			#ability=ambush,concealment,submerge,nightstalk,aww_ability_camouflage
			#ability_type=hides
		[/filter_adjacent]
	[/filter]

	#  {AWW_FLOAT_TEXT_CURRENT_SIDE_UNIT "TEST OK!" {COLOR_HEAL}}
	#  {AWW_TERRAIN_LABEL_CURRENT_SIDE_UNIT "TEST OK!" {COLOR_HEAL}}

	### getting victim terrain defense to reduce damages taken by surprise attack : (value will be between 20-80):

	[store_unit_defense_on]
		variable=def_ratio
		loc_x,loc_y=$x1,$y1
	[/store_unit_defense_on]
	## it return like 30 for a terrain defense of 70%. We divide by 100 to get 0.3, and use this as damage ratio in harm_unit :
	{VARIABLE_OP def_ratio divide 100}
	# {AWW_TERRAIN_LABEL_CURRENT_SIDE_UNIT $def_ratio {COLOR_HEAL}}

	{AWW_VARIABLE_VALUE_OP ambush_cooldown_turn $turn_number add 2}

	### getting all ambushers ennemies :

	[store_unit]
		variable=ambushers
		[filter]
			ability_type_active=hides
			find_in=hidden_units
			[filter_wml]
				[variables]
					preambush=yes
				[/variables]
			[/filter_wml]
			[filter_adjacent]
				id=$unit.id
				is_enemy=yes
			[/filter_adjacent]
		[/filter]
	[/store_unit]

	{FOREACH ambushers a}

		[if]
			{AWW_NOT_ISSET_VARIABLE ambushers[$a].variables.aww_ambush_cooldown_turn}
			[or]
				{VARIABLE_CONDITIONAL ambushers[$a].variables.aww_ambush_cooldown_turn less_than_equal_to $turn_number}
			[/or]
		[then]
			## so it can do surprise attack :

			#  [if]
			#      {VARIABLE_CONDITIONAL ambushers[$a].status.uncovered equals yes}
			#  [then]
			#      {AWW_TERRAIN_LABEL $ambushers[$a].x $ambushers[$a].y "uncovered"+$ambushers[$a].variables.aww_ambush_cooldown_turn {COLOR_WHITE}}
			#  [/then]
			#  [else]
			#      {AWW_TERRAIN_LABEL $ambushers[$a].x $ambushers[$a].y "covered"+$ambushers[$a].variables.aww_ambush_cooldown_turn {COLOR_WHITE}}
			#  [/else]
			#  [/if]


			### disable  attack of ambushed victims :

			[modify_unit]
				[filter]
					{AWW_EVENT_UNIT}
				[/filter]
				attacks_left=0
				#moves=1
			[/modify_unit]

			## Most of the time weapon 2 is a faster / ranger weapon, so more coherent it's used for surprise attack :
			[if]
				{VARIABLE_CONDITIONAL ambushers[$a].attack[1].damage greater_than 0}
				{VARIABLE_CONDITIONAL ambushers[$a].attack[1].number greater_than 0}
			[then]
				{VARIABLE ambusher_w_name $ambushers[$a].attack[1].name}
				{VARIABLE ambusher_w_type $ambushers[$a].attack[1].type}
				{VARIABLE ambusher_w_damage $ambushers[$a].attack[1].damage}
				{VARIABLE ambusher_w_number $ambushers[$a].attack[1].number}
			[/then]
			[else]
				{VARIABLE ambusher_w_name $ambushers[$a].attack[0].name}
				{VARIABLE ambusher_w_type $ambushers[$a].attack[0].type}
				{VARIABLE ambusher_w_damage $ambushers[$a].attack[0].damage}
				{VARIABLE ambusher_w_number $ambushers[$a].attack[0].number}
			[/else]
			[/if]

			[if]
				{VARIABLE_CONDITIONAL ambusher_w_damage greater_than 0}
				{VARIABLE_CONDITIONAL ambusher_w_number greater_than 0}
			[then]
				{AWW_VARIABLE_VALUE_OP ambush_damage $ambusher_w_damage multiply $ambusher_w_number}

				## max damage : half of ambushed unit max_hp
				{AWW_VARIABLE_VALUE_OP max_damage $unit.max_hitpoints divide 2}
				[if]
					{VARIABLE_CONDITIONAL ambush_damage greater_than $max_damage}
					[or]
						{VARIABLE_CONDITIONAL ambush_damage less_than 1}
					[/or]
				[then]
					{VARIABLE ambush_damage $max_damage}
				[/then]
				[/if]

				### surprise attack on ambushed victims :

				[message]
					speaker=$ambushers[$a].id
					message=_"Surprise!"
					side_for=$side_number,$ambushers[$a].side
				[/message]

				{AWW_VARIABLE_VALUE_OP ambush_damage $ambusher_w_damage multiply $ambusher_w_number}
				[harm_unit]
					[filter]
						id=$unit.id
					[/filter]
					[filter_second]
						id=$ambushers[$a].id
					[/filter_second]
					amount=$ambush_damage
					damage_type=$ambusher_w_type
					alignment=$ambushers[$a].alignment
					fire_event=yes
					animate=yes
					[primary_attack]
						name=$ambusher_w_name
					[/primary_attack]
					[secondary_attack]
						name=$unit.attack[0].name
					[/secondary_attack]
					experience=yes
					resistance_multiplier=$(1-$def_ratio)
				[/harm_unit]
				#  {AWW_TERRAIN_LABEL $ambushers[$a].x $ambushers[$a].y $ambusher_w_name {COLOR_WHITE}}
			[/then]
			[/if]

			# saving unit variable :

			{VARIABLE ambushers[$a].variables.aww_ambush_cooldown_turn $ambush_cooldown_turn}
			{VARIABLE ambushers[$a].variables.preambush no}
			{VARIABLE ambushers[$a].status.uncovered yes}

			[unstore_unit]
				variable=ambushers[$a]
				#  {AWW_COLOR_YELLOW}
				#  text=_"Surprise Attack!"
			[/unstore_unit]

		[/then]
		[/if]

		{CLEAR_VARIABLE ambush_damage,max_damage,ambusher_w_damage,ambusher_w_number,ambusher_w_type,ambusher_w_name}
	{NEXT a}

	#{AWW_FLOAT_TEXT_CURRENT_SIDE_UNIT _"???" {AWW_COLOR_ORANGE}}

	{CLEAR_VARIABLE ambushers,def_ratio,ambush_cooldown_turn,hidden_units}

[/event]
MACROS (probably not relevant, but just in case)

Code: Select all

#define AWW_NOT_ISSET_VARIABLE VAR
    [variable]
        name={VAR}
        equals=$aww_empty_var
    [/variable]
#enddef

#define AWW_VARIABLE_VALUE_OP VAR VALUE OP_NAME OP_VALUE
    # like a {VARIABLE {VAR} VALUE}} +  {VARIABLE_OP {VAR} {OP_NAME} {OP_VALUE}}
    [set_variable]
        name={VAR}
        value={VALUE}
        {OP_NAME}={OP_VALUE}
    [/set_variable]
#enddef

AWW_ENABLED_FEATURE_13
#define AWW_ENABLED_FEATURE_13
    {VARIABLE_CONDITIONAL aww_13_enable_ambushed_fix equals yes}
#enddef
I'm hoping someone can give me some clue where to look for what is causing this to occur.

Notes: Probably the unit being rebuilt over and over again during one turn? Maybe exit_hex and move_to? Because the other events are of only 1 time per turn.

Replay save in plain text (zipped so forum accept the file)
gnombat
Posts: 504
Joined: June 10th, 2010, 8:49 pm

Re: Flood of [special_note] on units every turn

Post by gnombat »

Toranks wrote: November 17th, 2022, 1:27 pm I have discovered a problem with Advance Wesnoth Wars that I can't understand how it is related, but after many tests I have discovered that it is a specific function of the addon.
Are you sure it is related to your addon? It seems to happen even with no addons installed.
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Toranks
Posts: 51
Joined: October 21st, 2022, 8:59 pm
Location: Sevilla
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Re: Flood of [special_note] on units every turn

Post by Toranks »

Two times repeated (as in your savegame) happens without addons, but I've talking about 1000 or more lines repeated
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octalot
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Posts: 717
Joined: July 17th, 2010, 7:40 pm
Location: Austria

Re: Flood of [special_note] on units every turn

Post by octalot »

Thanks for reporting. It's a bug in [unstore_unit], now logged as #7153.
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