[freeciv-ai] Re: (PR#11009) AI Hunts Own Units
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<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
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/15
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units,
Benedict Adamson <=
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Gregory Berkolaiko, 2004/11/15
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/16
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/16
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Jason Short, 2004/11/16
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units], Benedict Adamson, 2004/11/18
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Gregory Berkolaiko, 2004/11/18
- [freeciv-ai] (PR#11009) AI Hunts Own Units, Jason Short, 2004/11/18
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/19
- [freeciv-ai] (PR#11009) AI Hunts Own Units, Gregory Berkolaiko, 2004/11/18
- [freeciv-ai] (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/20
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