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[Freeciv-Dev] Re: (PR#5076) client inconsistently shows unit stacks
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[Freeciv-Dev] Re: (PR#5076) client inconsistently shows unit stacks

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Subject: [Freeciv-Dev] Re: (PR#5076) client inconsistently shows unit stacks
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 13 Aug 2003 13:03:44 -0700
Reply-to: rt@xxxxxxxxxxxxxx

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);
   }
 }
 

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