Update of bug #22194 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Follow-up Comment #12, bug #22194 (project freeciv):
So, what should I do with this? Reduce movepoints to lowest terms:
* always?
* only in selected situations in the help, e.g. * Ignores terrain effects
(moving costs at most 1/3 MP per tile) even with 9 move_fragments?
* never?
* something else?
Follow-up Comment #13, bug #22194 (project freeciv):
only in selected situations
That's the only way to get it always right, I think. Isn't it quite simple by
adding boolean parameter for move_points_text()?
The only thing where I've noticed current code to be broken is the active unit
display
Update of bug #22194 (project freeciv):
Status: Fixed = Ready For Test
___
Follow-up Comment #14:
only in selected situations
That's the only way to get it always right, I think. Isn't it
Update of bug #22194 (project freeciv):
Status: Ready For Test = Fixed
___
Follow-up Comment #9:
it's worth reducing fractional MP to their lowest terms
I've been thinking that, but it's
Follow-up Comment #10, bug #22194 (project freeciv):
Leaving ticket open until this is resolved.
I think this patch had also internal conflict of goals. You calculate denomlen
for the constant denominator, but then you display MP reduced to lowest terms.
So if move_fragments = 10, you get
Follow-up Comment #11, bug #22194 (project freeciv):
I think this patch had also internal conflict of goals. You
calculate denomlen for the constant denominator, but then you
display MP reduced to lowest terms. So if move_fragments = 10,
you get denomlen == strlen(10) == 2, but in case of
URL:
http://gna.org/bugs/?22194
Summary: Update move_points_text() for move_fragments
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 21:28:31 BST
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #22194 (project freeciv):
Now that SINGLE_MOVE can be non-prime, it's worth reducing
fractional MP to their lowest terms (2/6 = 1/3).
I've been thinking that, but it's probably better to the constant divider, so
that when one moves 1/6 cost road, unit moves left go:
1
Follow-up Comment #2, bug #22194 (project freeciv):
SINGLE_MOVE shouldn't be 0 (this leads to issues like infinite attack count).
Maybe this ought be checked in ruleset sanity?
___
Reply to this item at:
http://gna.org/bugs/?22194
Follow-up Comment #3, bug #22194 (project freeciv):
SINGLE_MOVE shouldn't be 0
Apparently this can happen in the client prior to ruleset loading (according
to an existing comment).
___
Reply to this item at:
http://gna.org/bugs/?22194
Follow-up Comment #4, bug #22194 (project freeciv):
That's fine: before ruleset load, we shouldn't need to calculate either the
remaining movement left to a unit after performing activities, or a textual
representation of the movement rate. My concern was with rulesets that set
SINGLE_MOVE to 0,
Follow-up Comment #5, bug #22194 (project freeciv):
My concern was with rulesets that set SINGLE_MOVE to 0,
You're right, this should be an error at ruleset load time (probably also for
igter_cost).
or having it set to that value during gameplay.
move_fragments can't change during gameplay,
Update of bug #22194 (project freeciv):
Status: In Progress = Ready For Test
___
Follow-up Comment #6:
it's worth reducing fractional MP to their lowest terms
I've been thinking that, but it's
14 matches
Mail list logo