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[freeciv-ai] Re: (PR#11009) AI Hunts Own Units
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[freeciv-ai] Re: (PR#11009) AI Hunts Own Units

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To: badamson@xxxxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#11009) AI Hunts Own Units
From: "Benedict Adamson" <badamson@xxxxxxxxxxx>
Date: Mon, 15 Nov 2004 14:09:44 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=11009 >

Jason Short wrote:
...
> Is this a problem in S2_0 as well?
...

Applying the attached patch and running the attached auto game 
demonstrates the problem for 2.0.0 beta 3.

--- vendor.freeciv.beta/ai/aihunt.c     2004-10-09 21:01:42.000000000 +0100
+++ freeciv.PR11009/ai/aihunt.c 2004-11-15 22:01:00.000000000 +0000
@@ -269,6 +269,7 @@
     if (!aplayer->is_alive || !is_player_dangerous(pplayer, aplayer)) {
       continue;
     }
+    assert(aplayer != pplayer);
     unit_list_iterate(aplayer->units, target) {
       struct tile *ptile = target->tile;
       int dist1, dist2, stackthreat = 0, stackcost = 0;
set gameseed 23
set mapseed 17

set size 1
set generator 2
set startpos 1
set aifill 3
set specials 1000
set startunits cccccxxxx
set dispersion 4
set researchcost 4
set foodbox 5
set huts 0
set barbarians 0
normal

set timeout -1
create Caesar
create Itzcoatl
create Hannibal
start

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