(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;
}
}