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[Freeciv-Dev] (PR#14905) Three shared vision inconsistencies
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[Freeciv-Dev] (PR#14905) Three shared vision inconsistencies

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Subject: [Freeciv-Dev] (PR#14905) Three shared vision inconsistencies
From: "Guillaume Melquiond" <guillaume.melquiond@xxxxxxxxx>
Date: Mon, 19 Dec 2005 03:12:02 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14905 >

AI players often ask allied human players to give them shared vision, but
without giving anything in exchange (and not shared vision in particular,
because the AI player thinks it is unsafe). This is really annoying for the
human player and it amounts to spam imho. A workaround could be to only ask
for shared vision when the AI player also offers it. This can be done by
embedding one of the conditional into the other in the function ai_share at
ai/advdiplomacy.c:1032.

AI players do not have to go into anarchy when they remove shared visions at
ai/advdiplomacy.c:1383. Human players have to (if they have a senate). I
don't mind the AI having an advantage, but, because of next issue, it
quickly becomes annoying since the human player gets stuck with a "to them"
shared vision.

A player can unilaterally cancel shared vision. If the vision was really
"shared", the other player may have to go through anarchy in order to remove
its part of the vision. Imho, if a player cancels shared vision, it should
be cancelled both ways so as to not annoy the other player. This can be done
by adding the following call at the end of remove_shared_vision at
server/map_hand.c:1272.
  if (gives_shared_vision(pto, pfrom)) {
    removes_shared_vision(pto, pfrom);
  }

AI players often ask allied human players to give them shared vision, but without giving anything in exchange (and not shared vision in particular, because the AI player thinks it is unsafe). This is really annoying for the human player and it amounts to spam imho. A workaround could be to only ask for shared vision when the AI player also offers it. This can be done by embedding one of the conditional into the other in the function ai_share at ai/advdiplomacy.c:1032.

AI players do not have to go into anarchy when they remove shared visions at ai/advdiplomacy.c:1383. Human players have to (if they have a senate). I don't mind the AI having an advantage, but, because of next issue, it quickly becomes annoying since the human player gets stuck with a "to them" shared vision.

A player can unilaterally cancel shared vision. If the vision was really "shared", the other player may have to go through anarchy in order to remove its part of the vision. Imho, if a player cancels shared vision, it should be cancelled both ways so as to not annoy the other player. This can be done by adding the following call at the end of remove_shared_vision at server/map_hand.c:1272.
  if (gives_shared_vision(pto, pfrom)) {
    removes_shared_vision(pto, pfrom);
  }


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