[Freeciv-Dev] [patch #5046] Call gained_control / lost_control for /away player

2014-10-11 Thread Marko Lindqvist
Follow-up Comment #5, patch #5046 (project freeciv):

dai_assess_danger_player() would not get called before next turn change, i.e.,
the danger considerations are bogus for the rest of the turn player goes
/away.

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[Freeciv-Dev] [patch #5046] Call gained_control / lost_control for /away player

2014-10-11 Thread Jacob Nevins
Follow-up Comment #4, patch #5046 (project freeciv):

For existing AIs: this is obviously important for threaded AI. For classic AI
it boils down to dai_assess_danger_player() not getting called. Does that have
a visible effect, or does it get called sooner or later by other means?
(For release notes.)

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[Freeciv-Dev] [patch #5046] Call gained_control / lost_control for /away player

2014-08-20 Thread Marko Lindqvist
Update of patch #5046 (project freeciv):

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


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[Freeciv-Dev] [patch #5046] Call gained_control / lost_control for /away player

2014-08-15 Thread Marko Lindqvist
URL:
  

 Summary: Call gained_control / lost_control for /away player
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 16 Aug 2014 01:03:38 AM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.4, 2.5.0-beta2, 2.6.0

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Details:

Call AI callbacks gained_control and lost_control when AI gots/loses control
of /away player.




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File Attachments:


---
Date: Sat 16 Aug 2014 01:03:39 AM EEST  Name: AwayCallbacks.patch  Size: 2kB  
By: cazfi


---
Date: Sat 16 Aug 2014 01:03:39 AM EEST  Name: AwayCallbacks-S2_5.patch  Size:
905B   By: cazfi



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