[Freeciv-Dev] (PR#4750) Patch: Exploring units stop when they see a hut
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=4750 >
This patch changes ai_manage_explorer so that exploring units will
stop when they see a hut.
TODO:
- Exploring units should stop when they see an enemy (non-allied?)
unit or city.
Index: aiexplorer.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiexplorer.c,v
retrieving revision 1.2
diff -u -r1.2 aiexplorer.c
--- aiexplorer.c 13 Aug 2004 15:59:11 -0000 1.2
+++ aiexplorer.c 15 Aug 2004 22:05:13 -0000
@@ -15,6 +15,8 @@
#include <config.h>
#endif
+#include "fcintl.h"
+
#include "log.h"
#include "player.h"
#include "unit.h"
@@ -23,6 +25,7 @@
#include "pf_tools.h"
#include "maphand.h"
+#include "plrhand.h"
#include "ailog.h"
#include "aitools.h"
@@ -287,7 +290,20 @@
struct pf_position pos;
pf_next_get_position(map, &pos);
-
+
+ if (!pplayer->ai.control &&
+ is_tiles_adjacent(pos.x, pos.y, x, y)) {
+ /* Stop exploring under certain conditions - for human players */
+
+ /* Stop exploring when the unit sees a hut */
+ if (map_has_special(pos.x, pos.y, S_HUT)) {
+ notify_player_ex(pplayer, x, y, E_UNIT_ORDERS,
+ _("Game: Your %s found a hut."),
+ unit_name(punit->type));
+ return FALSE;
+ }
+ }
+
/* Our callback should insure this. */
assert(map_is_known(pos.x, pos.y, pplayer));
- [Freeciv-Dev] (PR#4750) Patch: Exploring units stop when they see a hut,
Ciaran Mac Lochlainn <=
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