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[Freeciv-Dev] (PR#7324) orders and AI goto conflict
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[Freeciv-Dev] (PR#7324) orders and AI goto conflict

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To: matusik_s@xxxxx
Subject: [Freeciv-Dev] (PR#7324) orders and AI goto conflict
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 28 Jan 2004 16:56:17 -0800
Reply-to: rt@xxxxxxxxxxx

<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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