[Freeciv-Dev] (PR#7324) orders and AI goto conflict
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
<URL: http://rt.freeciv.org/Ticket/Display.html?id=7324 >
Looks like the fix is easy. Auto-settlers are handled separately from
other AI units.
jason
Index: ai/aiunit.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiunit.c,v
retrieving revision 1.306
diff -u -r1.306 aiunit.c
--- ai/aiunit.c 2004/01/11 17:45:02 1.306
+++ ai/aiunit.c 2004/01/28 06:26:54
@@ -2586,6 +2586,13 @@
CHECK_UNIT(punit);
+ /* Make sure the unit doesn't have orders - human control always has
+ * precedence. */
+ if (unit_has_orders(punit)) {
+ punit->ai.ai_role = AIUNIT_NONE;
+ return;
+ }
+
/* retire useless barbarian units here, before calling the management
function */
if( is_barbarian(pplayer) ) {
Index: server/settlers.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/settlers.c,v
retrieving revision 1.177
diff -u -r1.177 settlers.c
--- server/settlers.c 2004/01/11 17:45:06 1.177
+++ server/settlers.c 2004/01/28 06:26:55
@@ -1312,10 +1312,16 @@
freelog(LOG_DEBUG, "Warmth = %d, game.globalwarming=%d",
pplayer->ai.warmth, game.globalwarming);
+
+ /* Auto-settle with a settler unit if it's under AI control (e.g. human
+ * player auto-settler mode) or if the player is an AI. But don't
+ * auto-settle with a unit under orders even for an AI player - these come
+ * from the human player and take precedence. */
unit_list_iterate(pplayer->units, punit) {
if ((punit->ai.control || pplayer->ai.control)
&& (unit_flag(punit, F_SETTLERS)
- || unit_flag(punit, F_CITIES))) {
+ || unit_flag(punit, F_CITIES))
+ && !unit_has_orders(punit)) {
freelog(LOG_DEBUG, "%s's settler at (%d, %d) is ai controlled.",
pplayer->name, punit->x, punit->y);
if (punit->activity == ACTIVITY_SENTRY) {
|
|