
Previously this was done in the move execution, which resulted in: 1. own and allied units on tunnel/teleport exits effectively acting as ambushers and 2. unit reaches and shortest paths not being consistent with actually possible moves. Both issues occurred even without fog being active. The former was unintuitive at best, while the latter could cause serious problems, for example with AI code. By moving the check for units on tunnel exits to the teleport map creation, both these issues are taken care of simultaneously. Only visible units are considered. In the presence of fog, enemy units and units from allies without shared vision continue to interrupt the move as expected.
About
The Battle for Wesnoth is a Free, turn-based tactical strategy game with a high fantasy theme, featuring both singleplayer and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, or take hand in any number of other adventures.
License
The game's source code and artwork, sound, and music assets are provided under the terms of the GNU General Public License version 2, or (at your option) any later version. Note that for artwork, sound, and music, we interpret "preferred form of the work for making modifications" as the modifiable form that the author chooses to ship us for the source tree. For convenience, a reference copy of the GNU GPL version 2 is provided in the COPYING file in this distribution.
Some portions of the source code can be used under different license terms, whenever stated as such in the source.
Installing
See INSTALL for instructions on how to build the game from source code.
More Information
For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site.
A (translated) description of how to play the game can be found in doc/manual/manual.*.html, or online at:
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: