
In the case in bug #3321, damage prediction code somehow receives a combatant whose probability to be slowed is very close to one of those values but not quite it. I couldn't figure out how it's possible because only damage prediction code itself is supposed to emit slow probabilities, and it's not producing such a probability in this case. Without more information, I'm simply fixing the bug by force. If the probability is in the problematic area, we simply round it to 0 or 1. This way such probabilities are impossible later on when we try to scale the HP distributions so that they add to 1. Fixes #3321. (cherry-picked from commit 00d8548c24a70365f1b02116e129c8835dff206a)
About
The Battle for Wesnoth is an Open Source, 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
Please see the wiki for information regarding The Battle for Wesnoth's licensing:
https://wiki.wesnoth.org/Wesnoth:Copyrights
Installing
See INSTALL.md 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:
https://wiki.wesnoth.org/WesnothManual
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: