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NPC head exploded from infinite loop #30047
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I observed this as well. The bug I just reported, with NPCs causing extreme lag, came complete with a couple of their heads exploding--both guards at the refugee center. Didn't remember that part until I saw your report. I bet they're connected. |
If a NPC spends 10 Lines 4229 to 4257 in 33a049e
Maybe we could check if the NPC was ordered to move to the same tile (I mean, it was ordered to move, but the destination was the same tile), which is in this case would simply state that the NPC isn't stuck at all. At least we need a way to discriminate between "NPC is stuck" and "NPC moved in place". |
I think this is the bug:
There should be a move_pause() after reach_omt_destination() to zero out the NPC's moves and skip the infinite loop detection. |
Describe the bug
An NPC's head exploded in my save from attempting to move.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I expect her head to not explode.
Based on the debug message, it is possible the function doesn't have proper handling for move orders which end on the same tile they start and thus don't use moves. This particular NPC does not actually move, she's a necropolis soldier and just stands there forever really.
Screenshots

Versions and configuration:
Additional context
Savegame:
Hesler.zip
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