[Freeciv-Dev] Re: [RFC][Patch] Unit agents
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On Sun, Dec 08, 2002 at 07:56:24PM +0100, Raimar Falke wrote:
> On Sun, Dec 08, 2002 at 07:26:53PM +0100, Christian Knoke wrote:
> > On Sun, Dec 08, 2002 at 04:37:24PM +0100, Raimar Falke wrote:
> > > Attached is another snapshot. Changes to the previous version are:
> > Funny to watch how an empire is build in 80 turns and then being destroyed
> > by 2 bands of barbarians in 20 turns :-]
>
> ;)
>
> > Why can I see the whole map and all units? Does this mean you hacked
> > the server to give agents omniscence? I don't think this is the way
> > to go with client side AI. :-(
>
> Undo this:
> lsend_packet_generic_empty(&game.est_connections, PACKET_FREEZE_HINT);
> send_all_info(&game.game_connections);
> + show_map_to_all();
> lsend_packet_generic_empty(&game.est_connections, PACKET_THAW_HINT);
>
> It was inserted to have a fair comparison with the server-AI. And also
> to concentrate on one thing (city placement and settler production).
Ok, I'm happy ;-)
> > The explorer is idle the whole game, no exploring agent?
>
> There is an exploring agent but nothing to explore. If you remove the
> show_map_to_all the unit will also explore.
It might go into the huts.
> > When the empire is destroyed, the last city builds settlers on
> > an on, which are standing idle in the city, doing nothing.
>
> This is an bug.
>
> > Another assert occurs after disconnect from a lost game, reconnect to
> > a new server and "start". Backtrace follows, core file available.
>
> This is one of the cases where not all state is saved. Basically don't
> disconnect or load ;)
>
> BTW: you can disable the whole AI and play a normal game with agents
> (you can for example watch a trireme exploring the ocean) if you
> comment the register_agent calls from master.c, tma.c and turn_done.c.
Ok, I'll try that.
Christian
--
Christian Knoke * * * http://www.enter.de/~c.knoke/
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
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