On Sat, 29 Aug 2015 16:11:55 +0200
win...@genial.ms wrote:
> > Von: "William Astle" <l...@l-w.ca>
> > There is one thing that seems less than ideal, but I'm not sure that the 
> > current behaviour is necessarily wrong. When a unit does not have 
> > sufficient movement points to enter a tile, it switches to the skip 
> > state but remains active. I'm not sure what the best solution for that 
> > is. It may be that the current behaviour is the right thing. I wonder if 
> > it shouldn't move on to the next available unit in that case.
> 
> That will fix itself as soon as PF#30 is implemented:
> https://sourceforge.net/p/freecol/pending-features-for-freecol/30/

I am still hesitant over PF#30, and ideally would like more confirmation.
There are two proposed mechanisms, of which I *much* prefer your
suggestion, which is easy to understand and to implement, while the other
is potentially confusing and needs save format changes.  I recommend we
finish other PFs first.

The "skipped but active" units are indeed a special case.  There are a
couple of places where this trick is used within the *client* to signify
some reason the unit can not proceed.  However it is in the old "skipped
does not really mean skipped" state, in that the state has *not* been
propagated to the server, and as soon as the unit is updated for whatever
reason it will drop back to the default state.  This is indeed not ideal,
so I will have a look at the use cases and see if something better is
possible.

Cheers,
Mike Pope

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