Re: [Freeciv-Dev] [patch #1349] Rework (+fix) auto-settler code

2009-11-02 Thread Goswin von Brederlow
Pepeto  writes:

> Le dimanche 01 novembre 2009 à 16:16 +0100, Goswin von Brederlow a
> écrit :
>> pepeto  writes:
>> 
>> > Update of patch #1349 (project freeciv):
>> >
>> >   Status: In Progress => Ready For Test
>> >  
>> >
>> > ___
>> >
>> > Follow-up Comment #2:
>> >
>> > Updated version of the patch against current svn.
>> >
>> > Also:
>> > * Remove potential crash on tile_index(NULL).
>> > * Cleanup in build city stuff:
>> >   * All settlers use the same pf_parameter.
>> >   * Units dying are not considered as a failure.
>> 
>> If you have too many auto settler some will remain idle. If one dies
>> then it should retask one of the idle ones.
>
> Yes, it doesn't change that behaviour.
>
>> >   * Units which don't reach the position at the turns are not considered 
>> > as a
>> > failure.
>> 
>> If a unit can't reach its destination it should pick some other
>> task. The failure makes the outer loop repeat assigning tasks.
>
> Yes, I agree, and it does that.  I am talking about the settlers able to
> reach their destination but the path is too long to be reached in one
> turn.  In your patch for building city, they were considered as failed
> mission.

Should have read the diff between the two patches.

The patch currently never releases auto-worker when there is nothing
to do. The old code made them not auto-workers so human players could
assign them new roles. I would like to use something inbetween. Have
them keep their "auto" flag but bring them into focus in the
client. If the client assigns no new activity to them they stay
auto-worker and do more work whenever some comes along.

Any idea how to do that?

MfG
Goswin

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Re: [Freeciv-Dev] [patch #1349] Rework (+fix) auto-settler code

2009-11-01 Thread Pepeto
Le dimanche 01 novembre 2009 à 16:16 +0100, Goswin von Brederlow a
écrit :
> pepeto  writes:
> 
> > Update of patch #1349 (project freeciv):
> >
> >   Status: In Progress => Ready For Test 
> >
> > ___
> >
> > Follow-up Comment #2:
> >
> > Updated version of the patch against current svn.
> >
> > Also:
> > * Remove potential crash on tile_index(NULL).
> > * Cleanup in build city stuff:
> >   * All settlers use the same pf_parameter.
> >   * Units dying are not considered as a failure.
> 
> If you have too many auto settler some will remain idle. If one dies
> then it should retask one of the idle ones.

Yes, it doesn't change that behaviour.

> >   * Units which don't reach the position at the turns are not considered as 
> > a
> > failure.
> 
> If a unit can't reach its destination it should pick some other
> task. The failure makes the outer loop repeat assigning tasks.

Yes, I agree, and it does that.  I am talking about the settlers able to
reach their destination but the path is too long to be reached in one
turn.  In your patch for building city, they were considered as failed
mission.



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Re: [Freeciv-Dev] [patch #1349] Rework (+fix) auto-settler code

2009-11-01 Thread Goswin von Brederlow
pepeto  writes:

> Update of patch #1349 (project freeciv):
>
>   Status: In Progress => Ready For Test 
>
> ___
>
> Follow-up Comment #2:
>
> Updated version of the patch against current svn.
>
> Also:
> * Remove potential crash on tile_index(NULL).
> * Cleanup in build city stuff:
>   * All settlers use the same pf_parameter.
>   * Units dying are not considered as a failure.

If you have too many auto settler some will remain idle. If one dies
then it should retask one of the idle ones.

>   * Units which don't reach the position at the turns are not considered as a
> failure.

If a unit can't reach its destination it should pick some other
task. The failure makes the outer loop repeat assigning tasks.

> * Don't use unit_list_safe_iterate() when not needed.
> * Style cleanup.

MfG
Goswin

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