Author: cazfi
Date: Tue Feb 16 14:45:15 2016
New Revision: 31938

URL: http://svn.gna.org/viewcvs/freeciv?rev=31938&view=rev
Log:
When AI switches to war footing mode, make settler and worker wants
wants zero instead of keeping what ever value they used to have.

See bug #24404

Modified:
    branches/S2_6/ai/default/aicity.c

Modified: branches/S2_6/ai/default/aicity.c
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/ai/default/aicity.c?rev=31938&r1=31937&r2=31938&view=diff
==============================================================================
--- branches/S2_6/ai/default/aicity.c   (original)
+++ branches/S2_6/ai/default/aicity.c   Tue Feb 16 14:45:15 2016
@@ -792,6 +792,11 @@
     military_advisor_choose_build(ait, pplayer, pcity, &city_data->choice);
     TIMING_LOG(AIT_CITY_MILITARY, TIMER_STOP);
     if (dai_on_war_footing(ait, pplayer) && city_data->choice.want > 0) {
+      city_data->settler_want = 0;
+      city_data->founder_want = 0;
+      city_data->founder_turn = game.info.turn; /* Do not consider zero we set 
here
+                                                 * valid value, if real want 
is needed.
+                                                 * Recalculate immediately in 
such situation. */
       continue; /* Go, soldiers! */
     }
     /* Will record its findings in pcity->settler_want */ 
@@ -804,6 +809,8 @@
       /* Will record its findings in pcity->founder_want */ 
       contemplate_new_city(ait, pcity);
       /* Avoid recalculating all the time.. */
+      /* This means AI is not very opportunistic if there happens to open up 
spot for
+       * a new city. */
       city_data->founder_turn = 
         game.info.turn + fc_rand(AI_CITY_RECALC_SPEED) + AI_CITY_RECALC_SPEED;
     } else if (pcity->server.debug) {


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