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[Freeciv-Dev] strange ai behaviour
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[Freeciv-Dev] strange ai behaviour

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] strange ai behaviour
From: banjo <banjo@xxxxxxxxxx>
Date: Thu, 22 Jun 2006 22:36:35 +1200

hi all

rndCiv 0.8.6 works ok with some rulesets (im trying to isolate what is
causing it to crash the server), but the ai is very strange with for example a ruleset created by this command...

./rndCiv.pl -s 120 magic fantasy steampunk asia 20th modern atomic FantasyRaces

actually it just segfaulted at turn 137 with

Program received signal SIGSEGV, Segmentation fault.
0x080ffe4a in military_advisor_choose_build (pplayer=0x827a454, pcity=0x8bfd528, choice=0x8bfde60)
    at advmilitary.c:740
740       if (!walls && best_unit_type->move_type == LAND_MOVING) {
(gdb) bt
#0 0x080ffe4a in military_advisor_choose_build (pplayer=0x827a454, pcity=0x8bfd528, choice=0x8bfde60)
    at advmilitary.c:740
#1  0x08107077 in ai_manage_cities (pplayer=0x827a454) at aicity.c:1302
#2  0x0810bd5e in ai_do_last_activities (pplayer=0x827a454) at aihand.c:449
#3  0x08051c53 in main_loop () at srv_main.c:692
#4  0x08052439 in srv_main () at srv_main.c:1937
#5  0x0804aa8c in main (argc=3, argv=0xbfe58c34) at civserver.c:256

Since rndCiv builds unusual rulesets, it can be useful for checking
the assumptions the ai is built with.

-banjo



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