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[Freeciv-Dev] Re: [patch]full fog of war

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [patch]full fog of war
From: Thue Janus Kristensen <thue@xxxxxxx>
Date: Sat, 1 Apr 2000 01:49:55 +0200

Here is a new version.
Again not very tested beside ~4 ai games.

> - Capability string missing.

*Sigh* I forgot _again_. And again I am too lazy to make a new version just
for thta. But since I don't think this one is the final one I will let it slide
for now (again...)

> - I ran an all-AI game, and had some "Get_def bugged at (X,Y)" errors
> reported by the server.  There don't seem to be cities at the reported X,Y
> -- did you change the way unit information is reported to or used by the
> AIs?  It's like the AI is trying to attack a place where a unit was but no
> longer is (just a guess).  Eventually I get a thousand or so of these
> messages.

They are caused by a land unit in a square without a transporter (I changed the
error message). FIXED. I think I found some bugs in the old code related to
this, so I made sure to handle all cases.

> - If spy tries industrial sabotage without first doing an investigate city,
> she doesn't see the correct set of city improvements.

I added a new package to send the list and rearranged the GTK client calls.
I'll see if I can learn XAW and fix that later...

> - Keying the loading of player maps off of the fogofwar value in the save
> file may not be correct.  If the file was saved with the new code, it will
> have the player map regardless of the setting of fogofwar.

I haven't made this yet, but I will. It is not critical for now.

> - Also, I occasionally see "square X,Y has a seen value > 60000 (wrap)"
> errors.  So far, this only happened when I was toggling the fogofwar server
> option.

Hmm; This is somehow caused by something the AI code does; but I fail to see
how. The ai code really shouldn't do things like removing units (as it does
now), but should call the server functions.
I stopped getting the error when I fixed the "Get_def bugged at (X,Y)", so
maybe they are related (they could be related by the first
bug making the ai use code it would otherwise not use). I am leaving
this for now, but if I am feeling ambitious I can use the old full_fog_of_war
version to track it down. But I don't think it is worth the time... (I would
rather wait till it shoved up in a case where I don't have to play 2 games
to get it... mail me if it reappears) If this is a generel bug then it exists
in CVS now, so this should not hold up the full_fog_of_war patch :P.
The wrap errors are pretty serious and should allways be fixed (it is
LOG_FATAL). Maybe we should make a cosmetic change at let the fog value when
playing without fog of war be 30000 instead of 1, making it immune to these
errors.

I should update the freeciv_hackers_guide.txt sometime.

-Thue

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