[Freeciv-Dev] Re: (PR#8263) GoTo using transports
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: |
undisclosed-recipients: ; |
Subject: |
[Freeciv-Dev] Re: (PR#8263) GoTo using transports |
From: |
"Christian Knoke" <chrisk@xxxxxxxxx> |
Date: |
Mon, 22 Mar 2004 08:45:23 -0800 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=8263 >
On Mon, Mar 22, 2004 at 07:41:51AM -0800, Jason Short wrote:
>
> Christian Knoke wrote:
> >
> > CVS 21 MAR 2003 GTK 1.2
> >
> > Goto sends a unit beyond the target using goto route as a vector.
> Naturally.
>
> The easiest solution is for client-side goto not to use transports.
>
> A better solution is to send more sanity information in the goto packet.
> E.g., for each move give not only the direction but also the starting
> location. If the starting location isn't right the move is canceled.
>
> A similar solution is to add code in places where goto'd units may be
> moved to cancel their orders. I have no idea how many places this would be.
I'd say, when a goto'd unit is in a transporter unit, and the transporter
unit moves, cancel the goto and activate that unit.
Additionally, one might want to prefer goto avoid transporters, when a
similar route is available. But I think this is not important. The player is
responsibly for a transporter she moves. She can look into it and see the
goto'd unit.
Christian
--
Christian Knoke * * * http://cknoke.de
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
|
|