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[Freeciv-Dev] Re: (PR#4108) Bad feedback with auto explore
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[Freeciv-Dev] Re: (PR#4108) Bad feedback with auto explore

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To: ChrisK@xxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#4108) Bad feedback with auto explore
From: "Christian Knoke" <chrisk@xxxxxxxxx>
Date: Mon, 20 Oct 2003 02:37:16 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, Oct 20, 2003 at 02:06:10AM -0700, Raimar Falke wrote:
> On Tue, Apr 29, 2003 at 01:33:01PM -0700, ChrisK@xxxxxxxx wrote:
> > 
> > CVS 29 APR 2003 GTK 1.2
> > 
> > When a unit is active/blinking, which cannot do auto explore (because
> > everything is explored on the island, or everything within a radius is
> > explored),
> > 
> > - the menu item is displayed
> > - when the command, either by menu or keyboard ('X'), is given, the focus
> >   moves on to the next unit
> > 
> > so that the user is distracted from the fact that the command can't be
> > given. Full stop.
> 
> I was given this issue. I can only say that there is a chance that
> this can be changed with the exploring agent. However in the current
> code the server does the exploration. This means that the server would
> have to tell the client that there is something to auto-explore or
> not. This leaves out the third solution: a hack on the client side
> which checks if there are any unknown tiles on the island.

It seems reasonable to me, that the client makes the decision. It may be
that the client information is not always correct, but then the server would
leak information by sending the unit.

And it is not too difficult to check a given radius whether
explored/unexplored I guess?

Also, the more can be decided local, the quicker you can play.

Christian

-- 
Christian Knoke            * * *            http://cknoke.de
* Dear M$, I know your OS sucks, you really don't need to  *
* tell me 10 times a day ...                               *
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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