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[freeciv-ai] Re: [Freeciv-Dev] (PR#2272) Explorer
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[freeciv-ai] Re: [Freeciv-Dev] (PR#2272) Explorer

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] (PR#2272) Explorer
From: "Gregory Berkolaiko via RT" <rt@xxxxxxxxxxxxxx>
Date: Mon, 11 Nov 2002 11:11:42 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, 11 Nov 2002, Gregory Berkolaiko via RT wrote:

> 
> On Wed, 6 Nov 2002, Raimar Falke via RT wrote:
> > 
> > Auto explorers don't show the X anymore but have an yellow A.
> 
> This is a GUI issue, so better someone else fix it.

It wasn't hard so I did it too.


All these fixes are actually kludges, to some extent.  The problem is that
one has to distinguish "activities" like MINE, or GOTO, or IRRIGATE from
"auto-modes" like SETTLER, EXPLORER and PATROL.  A real cleanup of these
issues is long due, otherwise activity jumps back and forth too much and
it is all glued together by spit.

G.

? dip.gz
? ggg.gz
? oops.gz
? ai/aidiplomat.c
? ai/aidiplomat.h
Index: client/tilespec.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/tilespec.c,v
retrieving revision 1.87
diff -u -r1.87 tilespec.c
--- client/tilespec.c   2002/11/07 16:04:52     1.87
+++ client/tilespec.c   2002/11/11 19:03:54
@@ -1053,7 +1053,7 @@
     *sprs++ = s;
   }
 
-  if(punit->ai.control) {
+  if(punit->ai.control && punit->activity != ACTIVITY_EXPLORE) {
     if(is_military_unit(punit)) {
       *sprs++ = sprites.unit.auto_attack;
     } else {

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