Am Montag, 4. Dezember 2006 10:43 schrieb [EMAIL PROTECTED]:
> Hey. I've been chasing this bug for a long time, finally *nailed* it: The
> bug appears semi randomly which is part of why it was so hard to *find* -
> especially since it tended to more often than not simply not appear on
> other people's machines.
>
> What you do to demonstrate this bug (well, when it feels like happening
> anyway): Attach repair units to a commander. While the commander is firing
> at something, if any unit in the range of distance of the repair units get
> damaged, they sometimes won't do anything. (Defined as *will* chase the
> commander around, but *won't* fix anything.)
>
> Doing a bunch of debugging proved that the units that were getting messed
> up were following the order to defend the commander(DORDER_GUARD), but were
> being told to *ATTACK* the target the commander was firing at; I don't know
> exactly why, but after being told to attack something they go back to
> action state DACTION_NONE on the next loop around... Being told to attack
> things seems to (from my reading of the code in order.c) make it skip the
> calls to make them look for things to fix.
>
> As for how sometimes the repair units worked fine while attached to a
> commander without this patch I don't know why, but this patch fixes the
> problem I was having with them getting stuck every time my commander fired
> at something.
What about other non attacking units like sensors (and I guess there are 
others)?
Do we need to handle them as special cases, too?
If yes, would it somehow be possible to make this more generic? Eg classify a 
droid as not attacking?

> By the way, the formatting of the code is a little wacky, perhaps you guys
> should use astyle to clean it up? Just a suggestion.
Would be good, Per and I allready talked about that a looong time ago.
But the code is currently very much moving and I think we didn't yet agree on 
a style we want to use, so we skiped it for now.

--Dennis

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