[Freeciv-Dev] [patch #3904] Fix auto-settler mode breaking when units travel through transports

2013-05-25 Thread Marko Lindqvist
Update of patch #3904 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3904] Fix auto-settler mode breaking when units travel through transports

2013-05-20 Thread Marko Lindqvist
Update of patch #3904 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.3.5, 2.4.0, 2.5.0,
2.6.0


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[Freeciv-Dev] [patch #3904] Fix auto-settler mode breaking when units travel through transports

2013-05-11 Thread Guillaume Melquiond
URL:
  http://gna.org/patch/?3904

 Summary: Fix auto-settler mode breaking when units travel
through transports
 Project: Freeciv
Submitted by: silene
Submitted on: sam. 11 mai 2013 15:21:59 CEST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

When an engineer in auto-settler mode travels through a boat to reach its
target tile, it reverts back to manual control.

What happens is the following. When the unit is loaded in the boat, its
activity is set to sentry by the server (unittools:3386). Then the client
automatically wakes up the unit when it leaves the boat. Finally the server
disables AI-control because it believes the player has taken over
(unithand:747).

The bug could be fixed at several places along this chain of events. I choose
to fix at the first place. Indeed, notice that transported units are never
changed into sentry if they are either controlled by an AI player or given
orders by a human player. So the fix is a one-liner there: extend this logic
to AI-controlled human-player units, since they are no different.



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File Attachments:


---
Date: sam. 11 mai 2013 15:21:59 CEST  Name: autosettler.patch  Size: 521 o  
By: silene

http://gna.org/patch/download.php?file_id=17952

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