I thought my (unmounted) horse was just terrified of fish, because it started going all over the place when crossing a bridge. Later, I found there's a whole debug log message:
Backtrace - click to expand
src/game.cpp:4183: game:monmove: horse can't move to its location! (62:64:0), pavement
04:07:57.699 ERROR : (error message will follow backtrace)
./cataclysm-tiles(_Z21debug_write_backtraceRSo+0x23) [0xa79e42]
./cataclysm-tiles(_Z8DebugLog10DebugLevel10DebugClass+0x210) [0xa7981d]
./cataclysm-tiles(_Z12realDebugmsgPKcS0_S0_RKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x55) [0xa79110]
./cataclysm-tiles(_Z12realDebugmsgIJEEvPKcS1_S1_S1_DpOT_+0x59) [0x8ff8d4]
./cataclysm-tiles(_ZN9visitableI14vehicle_cursorE11remove_itemER4item+0x7e) [0x11e1692]
./cataclysm-tiles(_ZN13item_location4impl15item_on_vehicle11remove_itemEv+0x65) [0xc6a67b]
./cataclysm-tiles(_ZN13item_location11remove_itemEv+0x2b) [0xc68a73]
./cataclysm-tiles(_ZN6Pickup9do_pickupERSt6vectorI13item_locationSaIS1_EERS0_IiSaIiEEb+0x3ab) [0x1007053]
./cataclysm-tiles(_Z23activity_on_turn_pickupv+0x36) [0x91acdb]
./cataclysm-tiles(_ZNK13activity_type12call_do_turnEP15player_activityP6player+0x58) [0x926780]
./cataclysm-tiles(_ZN15player_activity7do_turnER6player+0xac) [0x105791a]
./cataclysm-tiles(_ZN4game16process_activityEv+0x72) [0xb1c230]
./cataclysm-tiles(_ZN4game7do_turnEv+0x5ce) [0xb1b260]
./cataclysm-tiles(main+0x10b1) [0xd283c5]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7fddb5554830]
./cataclysm-tiles(_start+0x29) [0x8d54a9]
Attempting to repeat stack trace using debug symbols...
debug_write_backtrace(std::ostream&)
??:?
DebugLog(DebugLevel, DebugClass)
??:?
realDebugmsg(char const*, char const*, char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
??:?
void realDebugmsg<>(char const*, char const*, char const*, char const*)
??:?
visitable<vehicle_cursor>::remove_item(item&)
??:?
item_location::impl::item_on_vehicle::remove_item()
??:?
item_location::remove_item()
??:?
Pickup::do_pickup(std::vector<item_location, std::allocator<item_location> >&, std::vector<int, std::allocator<int> >&, bool)
??:?
activity_on_turn_pickup()
??:?
activity_type::call_do_turn(player_activity*, player*) const
??:?
player_activity::do_turn(player&)
??:?
game::process_activity()
??:?
game::do_turn()
??:?
main
??:?
__libc_start_main
/build/glibc-Cl5G7W/glibc-2.23/csu/../csu/libc-start.c:325
_start
??:?
Steps to reproduce the behavior:
Horses are less afraid of crossing water.
Sharing xanax with my horse.
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Filthy Clothing [filthy_morale],
Alternative Map Key [alt_map_key],
[DP_MOD] Indicators: REMIX [DP_REMIX_INDICATORS],
sees-player icon, +attitude [sees_player],
Modular Turrets [modular_turrets],
Salvaged Robots [Salvaged_Robots],
Sleep Deprivation [sleepdeprivation],
Bionic Slots [cbm_slots]
Other than the bugs of cause... this should be a feature. XD
Sharing Xanax with my horse
Brilliant. Implement this.
This is flowing water, right?
Have you checked if your horse is a vampire?
That debug log seems unconnected - thats from a player doing an activity to pick up multiple items.
Theres nothing really about a bridge that should scare them, except maybe dangerous-ish fish.
oh edit - missed that first line : src/game.cpp:4183: game:monmove: horse can't move to its location! (62:64:0), pavement
hmm.
odd.. cant see why this is triggering, a road is not impassable.
// Critters in impassable tiles get pushed away, unless it's not impassable for them
if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
dbg( D_ERROR ) << "game:monmove: " << critter.name()
<< " can't move to its location! (" << critter.posx()
<< ":" << critter.posy() << ":" << critter.posz() << "), "
<< m.tername( critter.pos() );
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Most helpful comment
This is flowing water, right?
Have you checked if your horse is a vampire?