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[Freeciv-Dev] Re: (PR#6123) AutoReply: Loop in ai_manage_airunit
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[Freeciv-Dev] Re: (PR#6123) AutoReply: Loop in ai_manage_airunit

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Subject: [Freeciv-Dev] Re: (PR#6123) AutoReply: Loop in ai_manage_airunit
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 9 Sep 2003 15:15:07 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, Sep 09, 2003 at 02:06:43PM -0700, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
> On Tue, Sep 09, 2003 at 01:21:32PM -0700, incoming wrote:
> > This happens when defending a transporter (or was it a dipl) with a
> > bomber.
> 
> And it is adjacent to a city where the AI has a bomber.

Ok, tried to fix that bug, don't know if the fix is at the right place.

But the check if we can attack is missing somewhere.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.

Index: common/combat.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/combat.c,v
retrieving revision 1.32
diff -u -r1.32 combat.c
--- common/combat.c     2003/08/27 16:27:32     1.32
+++ common/combat.c     2003/09/09 22:10:05
@@ -581,6 +580,11 @@
    * also be able to spare units without full hp's to some extent, as these
    * could be more valuable later. */
   unit_list_iterate(ptile->units, defender) {
+    /* best defender is that we can't attack 
+     *  */
+    if (!can_unit_attack_unit_at_tile(attacker, defender, x ,y )) {
+      return defender;
+    }
     /* We used to skip over allied units, but the logic for that is
      * complicated and is now handled elsewhere. */
     if (unit_can_defend_here(defender)) {

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