Priority: LOW
File: Src/moveA.c
Function: npc_movearmy()
Discovered: During Phase 6B-1 unit testing (11/12 tests pass)
Description: Function handles high movement points (≥100) with unexpected calculation logic in edge case scenario.
Reproduction Steps:
- Create test army with 150 movement points
- Set mock movement cost to 200 (higher than available)
- Call
npc_movearmy(11, 21)
- Expected: Returns TRUE, movement points reduced to -50 (over-expenditure allowed)
- Actual: Returns TRUE, movement points set to 206 (unexpected calculation)
Impact: Minor edge case behavior difference that may affect game balance in high-movement scenarios, but doesn't break core functionality.
Proposed Fix: Investigate the high movement point logic in the function to understand the intended behavior when umove ≥ 100. May be working as designed.
Original Bug ID: BUG-009
Priority: LOW
File: Src/moveA.c
Function: npc_movearmy()
Discovered: During Phase 6B-1 unit testing (11/12 tests pass)
Description: Function handles high movement points (≥100) with unexpected calculation logic in edge case scenario.
Reproduction Steps:
npc_movearmy(11, 21)Impact: Minor edge case behavior difference that may affect game balance in high-movement scenarios, but doesn't break core functionality.
Proposed Fix: Investigate the high movement point logic in the function to understand the intended behavior when umove ≥ 100. May be working as designed.
Original Bug ID: BUG-009