[Freeciv-Dev] (PR#7324) orders and AI goto conflict
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=7324 >
> [glip - Wed Jan 28 21:03:01 2004]:
>
> On Wed, 28 Jan 2004, Jason Short wrote:
>
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=7324 >
> >
> > Gregory Berkolaiko wrote:
> >
> > > Does it not? What if I am watching AI and then try to move
> trireme out of
> > > the city to see what the AI will do. The trireme might have some
> stupid
> > > role like DEFEND_HOME. I want my order to overwrite it.
> >
> > Well, you're the AI expert. But I thought when the player activated
> the
> > unit it would be idled and the role would be removed.
>
> Sounds logical, so probably true.
But on further reflection I'm not sure that it is true.
Either an assertion
assert(ai_role_unit(...) == AIUNIT_NONE);
or a check
ai_set_role_unit(..., AIUNIT_NONE);
should be added to handle_unit_orders, eventually.
jason
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