Re: (PR#11009) AI Hunts Own Units
"Benedict Adamson" <[email protected]> Mon, 15 Nov 2004 14:09:44 -0800
| Newsgroups | gmane.games.freeciv.ai |
|---|---|
| Message-ID | <[email protected]> |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=11009 > Jason Short wrote: ... > Is this a problem in S2_0 as well? ... Applying the attached patch and running the attached auto game demonstrates the problem for 2.0.0 beta 3.
PR11009,1025,2.0.0b3.patch
(text/x-patch, 438 B)
--- vendor.freeciv.beta/ai/aihunt.c 2004-10-09 21:01:42.000000000 +0100
+++ freeciv.PR11009/ai/aihunt.c 2004-11-15 22:01:00.000000000 +0000
@@ -269,6 +269,7 @@
if (!aplayer->is_alive || !is_player_dangerous(pplayer, aplayer)) {
continue;
}
+ assert(aplayer != pplayer);
unit_list_iterate(aplayer->units, target) {
struct tile *ptile = target->tile;
int dist1, dist2, stackthreat = 0, stackcost = 0;
PR1109.fc
(text/plain, 283 B)
set gameseed 23 set mapseed 17 set size 1 set generator 2 set startpos 1 set aifill 3 set specials 1000 set startunits cccccxxxx set dispersion 4 set researchcost 4 set foodbox 5 set huts 0 set barbarians 0 normal set timeout -1 create Caesar create Itzcoatl create Hannibal start