Program: 37938
Project: 37938
Buggy source:
@Override public void propagateAction(GameAction action){
  Level currentLevel=game.getCurrentLevel();
  CumulativeTurnManager tm=app.getTurnManager();
  EntityActionManager mainManager=null;
  Move moveAction;
  Combatable c=null;
  List<EntityActionManager> managers=null;
  if (currentLevel != null) {
    managers=currentLevel.getManager().getEntity("String_Node_Str");
    if (managers.size() == 0) {
      return;
    }
    mainManager=managers.get(0);
    c=mainManager.getEntity();
  }
  if (managers == null)   managers=new ArrayList<EntityActionManager>();
  if (action.getContextClassifier() != 1)   throw new Error("String_Node_Str");
  try {
switch (action.getActionClassifier()) {
case 0:
      break;
case 1:
{
      this.game=new RogueGame();
      game.createInitalLevel(app.getLevelGenerator());
      currentLevel=game.getCurrentLevel();
      app.getSaveManager().saveGame(game);
      checkReveal();
    }
  break;
case 2:
app.getSaveManager().saveGame(this.game);
break;
case 4:
app.getSaveManager().saveGame(game);
app.shutdown();
break;
case 5:
if (c != null) {
moveAction=new Move(10,c,Direction.LEFT);
tm.takeTurn(moveAction);
}
checkReveal();
break;
case 6:
if (c != null) {
moveAction=new Move(10,c,Direction.UP);
tm.takeTurn(moveAction);
}
checkReveal();
break;
case 7:
if (c != null) {
moveAction=new Move(10,c,Direction.DOWN);
tm.takeTurn(moveAction);
}
checkReveal();
break;
case 8:
if (c != null) {
moveAction=new Move(10,c,Direction.RIGHT);
tm.takeTurn(moveAction);
}
checkReveal();
break;
case 9:
app.getLayers().push(new InventoryLayer(app,size,currentLevel));
break;
case 10:
app.getLayers().push(new InventoryLayer(app,size,currentLevel));
app.getLayers().push(new PotionLayer<GUIApp>(tm,app,size,currentLevel));
break;
case 11:
app.getLayers().push(new InventoryLayer(app,size,currentLevel));
app.getLayers().push(new WeaponLayer<GUIApp>(tm,app,size,currentLevel));
break;
case 12:
app.getLayers().push(new LookLayer<GUIApp>(app,size,currentLevel));
break;
case 13:
if (c != null) {
if (c.getLocation().getType() == TileType.UP_STAIRS) {
if (currentLevel.getDepth() != 1) {
game.gotoLevel(currentLevel.getDepth() - 1,app.getLevelGenerator());
checkReveal();
}
}
}
break;
case 14:
if (c != null) {
if (c.getLocation().getType() == TileType.DOWN_STAIRS) {
game.gotoLevel(currentLevel.getDepth() + 1,app.getLevelGenerator());
checkReveal();
}
}
case 15:
app.getLayers().push(new InventoryLayer(app,size,currentLevel));
app.getLayers().push(new DropLayer<GUIApp>(tm,app,size,currentLevel));
break;
default :
throw new Error("String_Node_Str" + action.toString() + "String_Node_Str");
}
}
 catch (SaveLoadException e) {
statusMsg=e.getMessage();
currentLevel=null;
}
catch (ConfigurationException e) {
statusMsg=e.getMessage();
currentLevel=null;
}
}

Fixed version (ground truth):
@Override public void propagateAction(GameAction action){
  Level currentLevel=game.getCurrentLevel();
  CumulativeTurnManager tm=app.getTurnManager();
  EntityActionManager mainManager=null;
  Move moveAction;
  Combatable c=null;
  List<EntityActionManager> managers=null;
  if (currentLevel != null) {
    managers=currentLevel.getManager().getEntity("String_Node_Str");
    if (managers.size() == 0) {
      return;
    }
    mainManager=managers.get(0);
    c=mainManager.getEntity();
  }
  if (managers == null)   managers=new ArrayList<EntityActionManager>();
  if (action.getContextClassifier() != 1)   throw new Error("String_Node_Str");
  try {
switch (action.getActionClassifier()) {
case 0:
      break;
case 1:
{
      this.game=new RogueGame();
      game.createInitalLevel(app.getLevelGenerator());
      currentLevel=game.getCurrentLevel();
      app.getSaveManager().saveGame(game);
      checkReveal();
    }
  break;
case 2:
app.getSaveManager().saveGame(this.game);
break;
case 4:
app.getSaveManager().saveGame(game);
app.shutdown();
break;
case 5:
if (c != null) {
moveAction=new Move(10,c,Direction.LEFT);
tm.takeTurn(moveAction);
}
checkReveal();
break;
case 6:
if (c != null) {
moveAction=new Move(10,c,Direction.UP);
tm.takeTurn(moveAction);
}
checkReveal();
break;
case 7:
if (c != null) {
moveAction=new Move(10,c,Direction.DOWN);
tm.takeTurn(moveAction);
}
checkReveal();
break;
case 8:
if (c != null) {
moveAction=new Move(10,c,Direction.RIGHT);
tm.takeTurn(moveAction);
}
checkReveal();
break;
case 9:
app.getLayers().push(new InventoryLayer(app,size,currentLevel));
break;
case 10:
app.getLayers().push(new InventoryLayer(app,size,currentLevel));
app.getLayers().push(new PotionLayer<GUIApp>(tm,app,size,currentLevel));
break;
case 11:
app.getLayers().push(new InventoryLayer(app,size,currentLevel));
app.getLayers().push(new WeaponLayer<GUIApp>(tm,app,size,currentLevel));
break;
case 12:
app.getLayers().push(new LookLayer<GUIApp>(app,size,currentLevel));
break;
case 13:
if (c != null) {
if (c.getLocation().getType() == TileType.UP_STAIRS) {
if (currentLevel.getDepth() != 1) {
game.gotoLevel(currentLevel.getDepth() - 1,app.getLevelGenerator());
checkReveal();
}
}
}
break;
case 14:
if (c != null) {
if (c.getLocation().getType() == TileType.DOWN_STAIRS) {
game.gotoLevel(currentLevel.getDepth() + 1,app.getLevelGenerator());
checkReveal();
}
}
break;
case 15:
app.getLayers().push(new InventoryLayer(app,size,currentLevel));
app.getLayers().push(new DropLayer<GUIApp>(tm,app,size,currentLevel));
break;
case 16:
app.getLayers().push(new HelpLayer(app,size));
break;
default :
throw new Error("String_Node_Str" + action.toString() + "String_Node_Str");
}
}
 catch (SaveLoadException e) {
statusMsg=e.getMessage();
currentLevel=null;
}
catch (ConfigurationException e) {
statusMsg=e.getMessage();
currentLevel=null;
}
}