Summary: Avoid selecting Fighters as useful AI units
                 Project: Freeciv
            Submitted by: persia
            Submitted on: Fri 11 Jul 2014 07:33:22 AM JST
                Category: ai
                Priority: 5 - Normal
                  Status: Ready For Test
                 Privacy: Public
             Assigned to: persia
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
         Planned Release: 2.6.0



Until patch #4926 can be resolved, the AI is unable to effectively use any
Fighters (or equivalent units) it may build.  The attached patch prevents it
building such units (Helicopters, Bombers, Missiles, and equivalents should
still be built).

I'm unsure if the equivalent patch is required for S2_5: at least the
dai_hunter_guess_best() and best_role_unit() changes are not required because
of nativity restrictions.  The dai_choose_paratrooper() and
dai_choose_attacker_air() changes may or may not be useful, depending on how
pathfinding handles these cases: it looks to me like dai_manage_unit() calls
dai_manage_paratrooper() for fueled paratroopers, which does useful things,
and then calls dai_manage_airunit() to return to base (there are probably some
gaps here that cause fueled paratrooper units to die more often than
necessary, but not huge ones); for non-paratroopers, I think fighters work
properly (they will attack a tile if they have fuel to go home), but they may
not actually be ordered home when they have finished attacking
(find_something_to_bomb() seems to assume fuel>1+UTYF_ONEATTACK).  Any advice
on whether (and how far) to backport this welcomed.


File Attachments:

Date: Fri 11 Jul 2014 07:33:22 AM JST  Name:
avoid-selecting-Fighters-as-useful-AI-units.patch  Size: 3kB   By: persia



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