[Freeciv-Dev] strange ai behaviour
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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
- [Freeciv-Dev] strange ai behaviour,
banjo <=
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