[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-03-04 Thread Jacob Nevins
Follow-up Comment #10, patch #3384 (project freeciv):

 I'll leave that to future tickets (and probably TRUNK only).
Raised bug #20587 for safe-keeping.

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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-20 Thread Marko Lindqvist
Follow-up Comment #9, patch #3384 (project freeciv):

 I think this is due to is_square_threatened() calling
 is_ground_threat(). Given that nothing else uses this function,
 perhaps it should be changed to not care about the unit move
 type?

To make it work well, a bit more work is needed. It should not abort work when
settler is not on the coast, but still the sea unit is within checked range,
or when sea unit is not able to coastal bombardment...
I'll leave that to future tickets (and probably TRUNK only). This already
fixed the biggest problem of pirates killing all the AI workers. 

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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-19 Thread Jacob Nevins
Follow-up Comment #8, patch #3384 (project freeciv):

I had a go with this on S2_4, and while workers do now run away from land
units unless accompanied by a bodyguard, workers on the coast are still
oblivious to a battleship sat next to them.

I think this is due to is_square_threatened() calling is_ground_threat().
Given that nothing else uses this function, perhaps it should be changed to
not care about the unit move type?

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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-18 Thread Marko Lindqvist
Update of patch #3384 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-12 Thread Marko Lindqvist
Follow-up Comment #3, patch #3384 (project freeciv):

I'll see if I can implement something. Your implementation was in the common
function used by all units - so even human controlled units were unable to do
anything near enemy. Kind of bad if you cannot build fortresses near the
borderline ;-)


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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-12 Thread Marko Lindqvist
Update of patch #3384 (project freeciv):

  Status:None = Ready For Test 

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Follow-up Comment #4:

This patch makes autosettlers not to evaluate dangerous tiles at all when
finding work. Every turn there's check for human player's autosettlers if tile
is now dangerous. If it is, current work is aborted, and new one searched for.
For AI there's new AI callback called for every working autosettler every
turn. Callback implemented for default AI does just the same as human player
autosettlers - if tile has turned dangerous, current work is aborted.

(file #17187)
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Additional Item Attachment:

File name: AutosettlerSafeTile.patch  Size:7 KB


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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-12 Thread Marko Lindqvist
Update of patch #3384 (project freeciv):

 Planned Release: = 2.4.0, 2.5.0   

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Follow-up Comment #5:

- S2_4 version.
  This changes ai-module interface capability. I think this is ok, we have
never claimed to freeze it for S2_4.

(file #17188)
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Additional Item Attachment:

File name: AutosettlerSafeTile-S2_4.patch Size:5 KB


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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-11 Thread Marko Lindqvist
Follow-up Comment #1, patch #3384 (project freeciv):

I've not been active with this ticket as I thought that I need to investigate
and test more that one cannot exploit it by moving military units, without
even intention to risk them by actually attackign, around AI workers and thus
making them to abort work only to start it from the beginning again and
again.
Then I just witnessed autogame where AI workers working next to cities (i.e.
one step from safety) kept working when pirates appeared to slaughter them -
single AI lost 8 workers that way in 2 turns!

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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-11 Thread anonymous
Follow-up Comment #2, patch #3384 (project freeciv):

Glad that you were able to reproduce the issue. How are we going to proceed ?
The patch I proposed is outdated and not 'perfect' ..

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[Freeciv-Dev] [patch #3384] autosettler check current danger

2012-07-07 Thread anonymous
URL:
  http://gna.org/patch/?3384

 Summary: autosettler check current danger
 Project: Freeciv
Submitted by: None
Submitted on: Sun 08 Jul 2012 01:32:42 AM UTC
Category: ai
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: lindner_ma...@yahoo.de
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This patch allows the autosettler to consider the current danger to its
position while it is busy with an activity like irrigating, building roads,
rails, mines etc. If the tile is under thread the autosettler will abort its
current mission and withdraw.





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File Attachments:


---
Date: Sun 08 Jul 2012 01:32:42 AM UTC  Name:
freeciv-autosettler-check-current-danger.patch  Size: 776B   By: None

http://gna.org/patch/download.php?file_id=16017

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