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[freeciv-ai] Re: (PR#10567) Re: [Freeciv-Dev] (PR#10600) ai_data_turn_in
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[freeciv-ai] Re: (PR#10567) Re: [Freeciv-Dev] (PR#10600) ai_data_turn_in

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#10567) Re: [Freeciv-Dev] (PR#10600) ai_data_turn_init crash
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 19 Oct 2004 03:37:05 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10567 >

On Mon, 18 Oct 2004, Jason Short wrote:
> Per I. Mathisen wrote:
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=10567 >
> >
> > On Mon, 18 Oct 2004, Jason Short wrote:
> >
> >>This is odd.Why are we updating AI data for a humanplayer?
> >
> > Because we use the AI for building advice.
>
> OK.But why do we look at the AI role and AI goto tile if the unit is
> not under AI control?
>
> And why do we look at units at all?

Eh, because this code was written for AI, and is only incidentially also
used for humans? It has been my goal for some time now to separate the AI
and the server here, and I was on my way to implement this, until people
wanted the building advisor back...

Sure, we should fix up this code a bit to ensure it doesn't do too much
for humans...

  - Per




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