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[Freeciv-Dev] (PR#2415) Patch: autoattack
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[Freeciv-Dev] (PR#2415) Patch: autoattack

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To: per@xxxxxxxxxxx
Cc: andy@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#2415) Patch: autoattack
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 19 Oct 2004 13:03:21 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=2415 >

> [per - Mon Oct 18 18:08:07 2004]:
> 
> New version. I intend to commit this shortly unless there are any
> objections. 
> 
> Defaults are off for humans (use /set autoattack 1 to turn on), and off
> for AI on all difficulty levels except 'experimental'. The latter is
> because this patch opens a whole new box of bugs, since it stress tests
> some AI code that so far has gotten away with it easy so far, thinking
> units cannot die while merely moving around on the map. One such bug
> fixed in patch.

The autoattack setting should be SSET_SITUATIONAL IMO.

And in this code:

+  struct unit *p1 = (struct unit *)*(void**)p;
+  struct unit *q1 = (struct unit *)*(void**)q;

there shouldn't be any casts needed (but unit_win_chance and
get_defender do then need to take const values).

jason



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