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> On the contrary, the unit should be seen where the HP bar is visible on the screenshot, it doesn't matter if these bars are visible or not, but the...
I tested a bit and its really odd, sometimes the unit shows in the original hex, sometimes it doesn't, playing other units next to it seems to have an influence....
We move the unit here: https://github.com/wesnoth/wesnoth/blob/27e5dd50d2e6f03c12adcb6572d819155ff3be2d/src/mouse_events.cpp#L938 but appearently this only moves the unit on the board and and the bars/orbs, the units image is somwhow left behind. The two obvious...
> I'm not sure where else it could be moved from. If it's moved any later then the unit doesn't exist to trigger the attack dialog, and if it's moved...
Not directly related, but woudl it be possible to make the bot show the actual map as the user sees it? Like using the wesnoth binary to render them ?
Why is this incrrect usage of map filters, i'm pretty sure map:find does support passing a table as the second argument
Here map:find creates the filter object form the table https://github.com/wesnoth/wesnoth/blob/e644613caeeec3546d2cfaaea2c9ebbcdd79c23a/src/scripting/lua_terrainfilter.cpp#L713
> but… it does make you wonder why wesnoth.map.filter even exists if you actually never need to call it… I think it has a constructor which takes an additional "known_locations"...
> Particularly the first one, as I wasn't entirely sure what was intended there. The first one looks fine, i compared it it to the original wc2 wml code, and...
Looks good to me i think