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[Freeciv-Dev] premature GOTO abortion (PR#10719)
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[Freeciv-Dev] premature GOTO abortion (PR#10719)

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Subject: [Freeciv-Dev] premature GOTO abortion (PR#10719)
From: "Christian Knoke" <chrisk@xxxxxxxxx>
Date: Wed, 9 Feb 2005 13:24:03 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=10719 >


CVS 09 FEB 2005 GTK2 S2_0

Preliminary:

This is about a special problem with Goto. I consider this as a big (*sigh*)
bug and I think, although otherwise stated, that this *can* be fixed for 2.0

See this ticket for bug history and related problems. But I focus on this:
In many cases, the last step of a goto is not executed. This is *not* about
the path being suboptimal sometimes. The unit just stops 1 tile before the
supposed target. When it stops, the goto is no more. *Before* it stops, the
path is visible and most times correct.

Please imagine that this behaviour has consequences: Moving workers, I use
goto to easy unit management. Due to the bug the workload is doubled. Moving
settlers to settle places leads to wrong decisions about city building.
Being in war, the effects are most worse.

This bug seems not to be noticed very much: because people just do not
notice it! Do you remember where the exact target has been you've sent this
musketeer to 3 turns ago?

But the frustration will be noticed, at least in the long term!


Now then:

The bug occurs with standard movement land units moving on roads and rivers.
It also occurs with ships when they have lost parts of their move points due
to a battle.

What happens is that, *if* the last step of a land unit is moving from road
or river onto normal terrain, *and if* that unit has only 1/3 or 2/3 MP left
before it leaves the road/river tile, *and if* that last move does not
succeed (due to probability), the goto mode ends before reaching the target.

With ships, *if* the last step of the last move fails due to probability and
due to only having 1/3 or 2/3 MP left, the goto mode is left 1 step before
the target.


Reproduce:

I have a test case attached. There are esp. 5 units on Goto:

2 workers SW of Münster
2 camels W of Münster
1 ironclad SE of Tarentum

each of them to a different target. Due to another bug, you won't see the
target of the other caravan, it is the mountain nearby.

Load the game, check the targets, press turn done, watch ...

You will notice that the game behaves different each time you start it. Some
units will reach their target sometimes, and some will not.

Good luck!

Christian

-- 
Christian Knoke            * * *            http://cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.

Attachment: gotobug.sav.gz
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