Summary: Server-side auto-retreat
Submitted by: milesdlh
Submitted on: Wed 09 Mar 2011 09:18:31 PM GMT
Priority: 5 - Normal
Assigned to: None
Discussion Lock: Any
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This is a patch I've been tinkering with which introduces an 'auto-retreat'
server option to parallel 'auto-attack'. The idea is to give obviously
vulnerable units the opportunity to withdraw to a nearby city or fort when
they have the moves to do so and would've been able to anticipate the attack
anyway. (Think: ironclads approaching engineers working coastal tiles.)
Units will attempt to auto-retreat when an enemy enters an adjacent tile (and
survives any auto-attacks against it) that:
1. has spare movement points, and
2. 75% or better combat odds against the endangered tile.
The endangered unit must:
1. have spare movement points,
2. not be fortified or fortifying, and
3. not occupying a city or fort.
Auto-retreating units will attempt to find a path to a "safe" tile reachable
in a single turn, preferring above all cities and forts, and immediately go
there. The unit's owner is notified so they know where their unit has gone.
Automated civilians stay automated; they will usually return to work next
Date: Wed 09 Mar 2011 09:18:31 PM GMT Name: autoretreat.diff Size: 10kB
Patch on svn revision 19509
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