Does anyone have a save game where this happens?  I have started to
look at solutions, but I am having some difficulty getting the AI to
move the units in the right order to replicate this so that I can
ensure that I have actually solved it.

On 2/13/07, Patrick Parker <[EMAIL PROTECTED]> wrote:
>Note I'm also not familiar with this part of the code. I had a quick
>look and more places test the whether the returned location is equal to the
>requested location.

Don't forget, WML can also teleport the unit during the moveto event.

> > 1.
> > We could add another bool parameter to these methods. I don't like that
>much
> > because we then have two return values, a "real" one and an output
> > parameter. Not really intuitive.
>
>This could be made a pointer with a default of 0 so the parameter is
>optional. I don't think this is too ugly.

That works

> > 2.
> > We could add the ambush information to the return value by making a
> > structure or something out of it, that contains the location and the
>bool.
> > Doesn't look very elegant to me either.
>
>Looks ugly to me.

Ugly? I think this is probably the cleanest and best solution (probably
because I prefer return values instead of in/out parameters). I believe if
you define the struct with a constructor based on location, you could just
return location and the struct would be implicitly constructed. However, if
you don't want to define a new struct you could return an
std::pair<location,bool>.

> > 3.
> > We could use a global variable for this. Urgh. Don't like that.
>
>Globals are the root of all evil

Right, that would be just asking for trouble.

--
Patrick a.k.a. Sapient

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