(PR#12422) stupid AI leaves its city in disorder

"Jason Short" <[email protected]> Fri, 4 Mar 2005 17:39:35 -0800
Newsgroups gmane.games.freeciv.ai
Message-ID <[email protected]>
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12422 >

> [per - Thu Mar 03 23:50:47 2005]:
> 
> On Thu, 3 Mar 2005, Jason Short wrote:
> > Not sure about the bug but your assert is wrong because there is a
> > generic_city_refresh call built in at the start of CM.Here is a more
> > comprehensive and correct assert.
> 
> No, the assert is correct. The generic_city_refresh call calculates the
> city state wrong. The city should be in disorder - it is not.

The assert is surely not correct.  Because the callers pass in cities
that aren't refreshed the refresh _will_ sometimes change this value.  I
also find it unlikely that generic_city_refresh is wrong here - this
function is called so often if it were wrong the whole game would explode.

However there is certainly a bug in ai_manage_taxes.  I think this patch
fixes it (the comment explains the bug).  I think it's in S2_0 as well.

-jason
disorder.diff (text/x-patch, 675 B)
Index: ai/aihand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aihand.c,v
retrieving revision 1.102
diff -u -r1.102 aihand.c
--- ai/aihand.c	13 Feb 2005 03:01:50 -0000	1.102
+++ ai/aihand.c	5 Mar 2005 01:38:03 -0000
@@ -196,6 +196,11 @@
     } else {
       pplayer->economic.luxury = luxrate;
       pplayer->economic.science = scirate;
+      city_list_iterate(pplayer->cities, pcity) {
+	/* Must refresh to restore the original values (which were clobbered
+	 * in cm_query_result, after the tax rates were changed). */
+	generic_city_refresh(pcity, TRUE, NULL);
+      } city_list_iterate_end;
     }
   }