Follow-up Comment #4, bug #13118 (project wesnoth):

alink, i see i misunderstood you about an important point. I thought you
wanted to skip the actions.cpp::move_unit call altogether and return to the
old behaviour. Looking at your patch I saw this is not the case.

I actually wasn't aware about the connections between fog and pathfinding.
That is indeed a major reason not to try to synchronize pathfinding on all
clients.
Furthermore, your patch removes the pathfinding logic of replay moves in
replay.cpp, which I think is a good thing as well. I thought about that
quickly myself when I was reworking that part, but couldn't find an easy way
to do it, so I left it standing the way it is. But I am happy to see it
vanish.

One last comment: When calling actions.cpp::move_unit the last parameter
(is_replay) is meant to continue moves which would otherwise be interrupted
(which they should not in a replay). 
This might happen, if the AI moves and a skirmishing unit is ambushed. The
move will be interrupted for a human (which actions.cpp::move_unit was
originally designed to deal with), but not for the AI (which has its own
moving code). So please add that parameter to the call since the default
value is "false".


    _______________________________________________________

Reply to this item at:

  <http://gna.org/bugs/?13118>

_______________________________________________
  Nachricht geschickt von/durch Gna!
  http://gna.org/


_______________________________________________
Wesnoth-bugs mailing list
[email protected]
https://mail.gna.org/listinfo/wesnoth-bugs

Reply via email to