[Freeciv-Dev] Re: (PR#5076) client inconsistently shows unit stacks
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Marko Lindqvist wrote:
> Christian Knoke wrote:
>>On Wed, Aug 13, 2003 at 10:02:41AM -0700, Jason Short wrote:
>>>Gregory Berkolaiko wrote:
>>>>On Wed, 13 Aug 2003, Jason Short wrote:
>>>>
>>>>>See also PR#2053. The most recent patch for that ticket would solve
>>>>>this, at the expense of showing enemy stacks as well (but a cheating
>>>>>client can already see these).
>>>>
>>>>What is the latest on this patch? It's a rule change but I think we
>>>>agreed it should go ahead. I certainly wouldn't want the repeat of
>>>>the trouble we are still having with not seeing units in enemy cities.
>>>
>>>It is a rule change...
>>>
>>>I'm in favor of making the small change now. In the long term we should
>>>consider what the client _should_ be able to see and (if necessary) do
>>>something like we have with pcity->occupied. Yes, we'll probably have
>>>lots of bugs with that too...
>>>
>>>Having the client hide information just isn't good. I think we should
>>>fix this at the source and handle the fallout as it comes.
>>
>>Just for the records, I'm for revealing the stack content in general, i.e.
>>always outside of cities. Real aspect: you can see what you attack. Clarity:
>>you see there is a stack but have to guess what's inside. Cheating: with a
>>clever client, you could record what units move on and off that tile, and
>>have the information anyway. Consistence: the info is sent right now, and we
>>can update the clients step by step to present the information comfortable.
>>
>>One additional idea for realisation: make a client option, which unit of a
>>stack is seen on top, the strongest, quickest, hardest, whatever.
>
> I should have very old unfinished patch for this, but it only applied
> on top of series of other related patches and I'm afraid it would be
> easier to write one from scratch than to make that one work now. Too bad
> I never sent my almost finished patches (there's about dozen big ones)
> even to maillist before my freeciv absence... Some of them I will
> update, but this one I consider buried project.
Revealing the whole stack is easy. Attached is the patch to do it
(stolen from PR#2053).
Revealing only part of the stack is harder. Most people seem to agree
you should be able to see inside enemy stacks - otherwise things just
don't work too well (the server has to choose what unit to show,
attack/defense percentages can't be calculated, etc). But what about
transported (ferried) units?
Should any of this be controlled by server options? Are we concerned
with compatability here?
jason
? rc
Index: client/control.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/control.c,v
retrieving revision 1.103
diff -u -r1.103 control.c
--- client/control.c 2003/07/10 03:50:55 1.103
+++ client/control.c 2003/07/15 21:34:58
@@ -1338,12 +1338,7 @@
}
}
} else if(unit_list_size(&ptile->units) >= 2) {
- unit_list_iterate(ptile->units, punit)
- if (punit->owner == game.player_idx) {
- popup_unit_select_dialog(ptile);
- return;
- }
- unit_list_iterate_end;
+ popup_unit_select_dialog(ptile);
}
}
[Freeciv-Dev] Re: (PR#5076) client inconsistently shows unit stacks, Michael Mielke, 2003/08/13
[Freeciv-Dev] Re: (PR#5076) client inconsistently shows unit stacks, Gregory Berkolaiko, 2003/08/14
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