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[Freeciv-Dev] Re: foggy problems

[Freeciv-Dev] Re: foggy problems

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: foggy problems
From: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Date: Thu, 20 Apr 2000 10:22:58 -0400

This is basically Thue's patch, with a little clean-up: removed a debugging
printf(), added notifications for disbanding units in resolve_unit_stack(),
added an "exclude city" parameter to find_closest_owned_city() (which
allowed me to clean-up disband_city() a bit).

This patch is against the latest CVS.

At 2000/04/13 15:59 , Thue Janus Kristensen wrote:
>Here is a slightly improved patch that doesn't have the ugly hack
>mentioned below in 1). It should now be prefectly safe to allow resolving
>stack conflicts in a city again. (removed in my patch) (Are you sure you
>sent the right game for the reproducible loop? it's year was 3900BC...
>freeciv is not that deterministic with all the random battles...)
>Theoretically it should work now :)
>I have included two patches:
>-one that includes the two old patches+my latest patch
>-one that contains my patch alone
>> The attached patch does the following:
>> 1) Temporarely removes the old city from the victim players city list
>> while the units are transferred (the old city is still the one referred
>> in the tile, but it would take some ogy code to change that in the too,
>> as we would have to go throught the playermaps as well). This is needed
>> for the units to be transferred properly (My main test case was a ship
>> city1 with a unit from city2 just outside city1 as it got bribed, the
>> unit gets into the city too). If you want to I think we can allow
>> resolving units in a city again. Yes, I know this isn't very pretty, but
>> I couldn't see any other way.
>> Suggestions welcome.
>> 2) Make sure that ships are not transferred to landlocked cities
>> 3) Make the server not crash if we try to transfer a unit when we have no
>> cities.
>> 4) Move the verbose message to the player from resolve_unitstack down into
>> teleport_unit_to_city
>> -Thue

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