[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-15 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Try to move to P1... airgoto.sav.gz Description: GNU Zip compressed data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-15 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > [wsimpson - Jeu. Nov. 15 14:56:13 2007]: > > Pepeto _ wrote: > > * Units still can move of the half of their moves and die when they go > > to dangerous positions. > > > By design. > Sadly yes. > > * Way points don't work well since al

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-15 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > It is getting better. But... * Units still can move of the half of their moves and die when they go to dangerous positions. * Way points don't work well since all far positions are considered as dangerous. You must finish the turn (with 0 m

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-15 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Pepeto _ wrote: > * Units still can move of the half of their moves and die when they go > to dangerous positions. > By design. > * Way points don't work well since all far positions are considered as > dangerous. ... > Obviously, there i

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-15 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Committed S2_2 revision 13959. Committed trunk revision 13960. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-15 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > After looking at airgoto code some more, found (more than one) function on the server side that looks for an airbase. Copied part here. Essentially no change for AI. The user can run the aircraft any direction for 1/2 move, *and* another 1

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-14 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Daniel Markstedt wrote: > Yes, this is dangerous. But it's also up to the player to decide if > it's worth sacrificing the air unit or not. > yes. > This is indeed a problem. It seems the code always assumes an air unit > starts its turn o

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-14 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > [dmarks - Mer. Nov. 14 11:37:18 2007]: > > > - A unit with 2 turns of fuel (example AWACS or Bomber) always can move > > of it's half of it's moves, including when it's lost in the middle of > > the ocean. Then it dies. > > > > This is in

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-14 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > [dmarks - Mer. Nov. 14 11:37:18 2007]: > > On 11/14/07, Pepeto _ <[EMAIL PROTECTED]> wrote: > > > > http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > > > > > [pepeto - Mar. Nov. 13 15:14:19 2007]: > > > > > > - You cannot move on al

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-14 Thread Daniel Markstedt
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > On 11/14/07, Pepeto _ <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > > > [pepeto - Mar. Nov. 13 15:14:19 2007]: > > > > - You cannot move on all tiles you should be able to move to. For > > example, yo

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > [pepeto - Mar. Nov. 13 15:14:19 2007]: > > - You cannot move on all tiles you should be able to move to. For > example, you cannot choose your path when the unit has only the half of > its moves. > Actually, it's when you are in a potent

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Very better. But still some problems: - You still cannot reach P1, and waypoints don't help me. Anyway, I don't think they should be needed to use air goto. For a land unit, you don't need to define a new way point for every turn, why should

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Forgot to mention, I also discovered that you could locate unseen units in the field by using goto to detect attack points. So, I added some checking to stop the cheat. ___ Freeciv-dev mailing l

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Daniel Markstedt wrote: > I'm generally for freedom. If the player wants to goto their stealth > fighter to certain death, the gui should allow them to do it. It's not > uncommon to make suicide attacks with air units anyway. Let's leave > th

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Daniel Markstedt
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > On 11/13/07, William Allen Simpson <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > > I'm using MacOS 10.3.9, standard iso Amplio (shouldn't make a difference), > and standard GTK2 (shouldn't make a diff

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > [wsimpson - Mar. Nov. 13 10:51:44 2007]: > > Pepeto _ wrote: > > - It ignores if unit hasn't its full moves left. For example, if > your > > unit already did some move this turn, it check as your unit didn't > make > > this moves. > > > Am

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Pepeto _ wrote: > - It ignores if unit hasn't its full moves left. For example, if your > unit already did some move this turn, it check as your unit didn't make > this moves. > Amazingly, you are actually correct. I tried moving the fighte

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > I'm using MacOS 10.3.9, standard iso Amplio (shouldn't make a difference), and standard GTK2 (shouldn't make a difference). We are talking about a fighter to the S of the continent, in the middle of the ocean. It has moves (7)7. Daniel Mar

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > - It ignores if unit hasn't its full moves left. For example, if your unit already did some move this turn, it check as your unit didn't make this moves. ___ Freeciv-dev mailing list Freeciv-dev@g

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-12 Thread Daniel Markstedt
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > [wsimpson - Mon Nov 12 15:47:11 2007]: > > Pepeto _ wrote: > > and say me that this stealth fighter can move to P1 and not go to > > dangerous positions. > > > Verified. The stealth fighter, currently in the middle of the ocean, > with 7

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-12 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > > [wsimpson - Lun. Nov. 12 15:47:11 2007]: > > Works (as all my previous tests have indicated.) > Doesn't. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-12 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Committed S2_1 revision 13941. Committed S2_2 revision 13942. Committed trunk revision 13943. The slightly different S2_2/trunk patch for posterity: Index: common/aicore/pf_tools.c ===

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-12 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Pepeto _ wrote: > and say me that this stealth fighter can move to P1 and not go to > dangerous positions. > Verified. The stealth fighter, currently in the middle of the ocean, with 7/7 remaining, is unable to go to any dangerous position.

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-11 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Well, I ignore what you can write against me... Look at this savegame, and say me that this stealth fighter can move to P1 and not go to dangerous positions. airgoto.sav.gz Description: GNU Zip compressed data _

Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-11 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Pepeto _ wrote: > I think when you will get all this, you will conclude on a quite > identical patch than PR#20772. > The rejected patch(es) in PR#20772 did not address the underlying problem that this patch corrects. Those patches demonstr

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-11 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > Forgot that it doesn't check if the start position is not a potential dangerous position, if I understand your patch right. For example, you have a fighter in a city, you move to 5 tiles max, then you can move again to 5 tiles (to some very

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-11 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > That's right, this function is wrong, else, there shouldn't be any problem. Your patch forbid the moves for path bigger than 1 turn. You should name your fuel variable moves_left or something like this, since it's a number of moves and not

[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-10 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39852 > While trying to understand the reported air goto problems of PR#20772, came across this incomprehensible (and manifestly incorrect) S2_1 code (nearly identical in S2_2/trunk): int moves = SINGLE_MOVE * real_map_distance(param->start_tile,