Section of World Map causes error and getting stuck in place

Issue #12299 new
Ashe created an issue

Repro’d this thread https://www.reddit.com/r/cavesofqud/comments/1e4buvs/getting_stuck_on_a_specific_overworld_tile_in_the/

RunSegment: System.NullReferenceException: Object reference not set to an instance of an object
  at XRL.World.Parts.TerrainTravel.HandleEvent (XRL.World.ObjectLeavingCellEvent E) [0x00000] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.ObjectLeavingCellEvent.Dispatch (XRL.IEventHandler Handler) [0x0000b] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.GameObject.HandleEventInner (XRL.World.MinEvent E) [0x0007d] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.GameObject.HandleEvent (XRL.World.MinEvent E) [0x00000] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.IEventSource.XRL.IEventHandler.HandleEvent (XRL.World.ObjectLeavingCellEvent E) [0x00000] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.ObjectLeavingCellEvent.Dispatch (XRL.IEventHandler Handler) [0x0000b] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.Cell+ObjectRack.HandleEvent (XRL.World.MinEvent E) [0x0006b] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.Cell.HandleEvent (XRL.World.MinEvent E) [0x00000] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.Cell.HandleEvent (XRL.World.MinEvent E, XRL.World.IEvent ParentEvent) [0x00000] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.GameObject.ProcessObjectLeavingCell (XRL.World.Cell CC, XRL.World.GameObject& Blocking, System.Boolean Forced, System.Boolean System, System.Boolean IgnoreGravity, System.Boolean NoStack, System.String Direction, System.String Type, XRL.World.GameObject Dragging, XRL.World.GameObject Actor, XRL.World.GameObject ForceSwap, XRL.World.GameObject Ignore, XRL.World.IEvent ParentEvent) [0x0007b] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.GameObject.Move (System.String Direction, XRL.World.GameObject& Blocking, System.Boolean Forced, System.Boolean System, System.Boolean IgnoreGravity, System.Boolean NoStack, System.Boolean AllowDashing, System.Boolean DoConfirmations, XRL.World.GameObject Dragging, XRL.World.GameObject Actor, System.Boolean NearestAvailable, System.Nullable`1[T] EnergyCost, System.String Type, System.Nullable`1[T] MoveSpeed, System.Boolean Peaceful, System.Boolean IgnoreMobility, XRL.World.GameObject ForceSwap, XRL.World.GameObject Ignore, System.Int32 CallDepth) [0x00be6] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.World.GameObject.Move (System.String Direction, System.Boolean Forced, System.Boolean System, System.Boolean IgnoreGravity, System.Boolean NoStack, System.Boolean AllowDashing, System.Boolean DoConfirmations, XRL.World.GameObject Dragging, XRL.World.GameObject Actor, System.Boolean NearestAvailable, System.Nullable`1[T] EnergyCost, System.String Type, System.Nullable`1[T] MoveSpeed, System.Boolean Peaceful, System.Boolean IgnoreMobility, XRL.World.GameObject ForceSwap, XRL.World.GameObject Ignore, System.Int32 CallDepth) [0x00000] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.Core.XRLCore.PlayerTurn () [0x02099] in <45e6e36591784f35b5edc74c4c1322a0>:0 
  at XRL.Core.ActionManager.RunSegment () [0x01ddd] in <45e6e36591784f35b5edc74c4c1322a0>:0 

Looks like it’s because the terrain is listed twice for that tile in JoppaWorldNew8.rpm:

  <cell X="47" Y="20">
    <object Name="TerrainJungle"></object>
    <object Name="TerrainJungle"></object>
  </cell>

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