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[Freeciv-Dev] Re: Buggy Diplomatic State (PR#1146)
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[Freeciv-Dev] Re: Buggy Diplomatic State (PR#1146)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Buggy Diplomatic State (PR#1146)
From: Thue <thue@xxxxxxx>
Date: Sat, 22 Dec 2001 11:38:49 -0800 (PST)

On Thursday 20 December 2001 17:08, Raimar Falke wrote:
> > I really think these lines got to go...
>
> IMHO to correct time to change the state into war is if the AI make
> contact with another nation. Looking at make_contact:
>
>   /* FIXME: Always declairing war for the AI is a kludge until AI
>      diplomacy is implemented. */
>   pplayer1->diplstates[player2].type
>     = pplayer2->diplstates[player1].type
>     = pplayer1->ai.control || pplayer2->ai.control ? DS_WAR :
> DS_NEUTRAL;
>
> So it looks like it is in the code. So I agree that the lines in
> game_load() could be removed.
>
> > Quite a lot of research for a subject that unimportant...
>
> It is usally this way. You never know what can of worms you open.
>
>       Raimar

Actually this code is neccesary for old savegames. When an old game is 
loaded all diplstates are set to DS_NEUTRAL. The bug is then that the 
code doesn't know about DS_NO_CONTACT.

-Thue

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