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[Freeciv-Dev] Re: UnitType check patch
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[Freeciv-Dev] Re: UnitType check patch

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx
Cc: Vasco Alexandre Da Silva Costa <vasc@xxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: UnitType check patch
From: Paul Zastoupil <paul@xxxxxxxxxxxxx>
Date: Thu, 21 Mar 2002 08:10:29 -0800

On Thu, Mar 21, 2002 at 08:30:36AM +0100, Raimar Falke wrote:
> On Thu, Mar 21, 2002 at 12:27:24AM +0000, Vasco Alexandre Da Silva Costa 
> wrote:
> > Hello,
> > 
> > The AI considers building certain units using best_role_unit() calls. The
> > problem is, it doesn't check if unit with these roles actually are
> > available for building with the current units.ruleset.
> 
> > This caused problems on some modpacks with didn't have units with
> > F_SETTLERS and F_CITIES for example.
> 
> These modpacks doesn't make it through the checks of server/ruleset.c:
> 
>   /* Check some required flags and roles etc: */
>   if(num_role_units(F_CITIES)==0) {
>     freelog(LOG_FATAL, "No flag=cities units? (%s)", filename);
>     exit(EXIT_FAILURE);
>   }
>   if(num_role_units(F_SETTLERS)==0) {
>     freelog(LOG_FATAL, "No flag=settler units? (%s)", filename);
>     exit(EXIT_FAILURE);
>   }
>   if(num_role_units(L_EXPLORER)==0) {
>     freelog(LOG_FATAL, "No role=explorer units? (%s)", filename);
>     exit(EXIT_FAILURE);
>   }
> ....

They do if you make a settler and cities unit that isn't available to
anyone....

-- 
Paul Zastoupil


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