Re: [Freeciv-Dev] (PR#39126) Nuke bug
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > >From: "Per Inge Mathisen" <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: [EMAIL PROTECTED] >Subject: Re: (PR#39126) Nuke bug >Date: Sat, 12 May 2007 04:47:37 -0700 > > >http://bugs.freeciv.org/Ticket/Display.html?id=39126 > > >On 5/12/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > > I do not think the "Explore Nuke" command is not meant to be a goto > > command. You can use the normal goto command for nukes. The cursor > > that appears on "Explore Nuke" is a cosmetic bug. It should just nuke > > at once when this command is given. In 2.1 and up there might be a > > problem using goto properly for nukes, though. > >On a second thought, it seems clear that someone thought it should be >implemented this way, and I do not know how long it has been >implemented that way before it was broken. So I committed the patch, >and made the attached patch for 2.1. > > - Per > ><< nuke2.diff >> Thx _ Personnalisez votre Messenger avec Live.com http://www.windowslive.fr/livecom/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39126) Nuke bug
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > On 5/12/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > I do not think the "Explore Nuke" command is not meant to be a goto > command. You can use the normal goto command for nukes. The cursor > that appears on "Explore Nuke" is a cosmetic bug. It should just nuke > at once when this command is given. In 2.1 and up there might be a > problem using goto properly for nukes, though. On a second thought, it seems clear that someone thought it should be implemented this way, and I do not know how long it has been implemented that way before it was broken. So I committed the patch, and made the attached patch for 2.1. - Per Index: client/control.c === --- client/control.c (revision 12931) +++ client/control.c (working copy) @@ -1352,6 +1352,7 @@ if (can) { set_hover_state(punits, HOVER_NUKE, ACTIVITY_LAST, ORDER_LAST); update_unit_info_label(punits); +enter_goto_state(punits); } else { create_event(offender, E_BAD_COMMAND, _("Only nuclear units can do this.")); @@ -1834,7 +1835,7 @@ if (!possible) { create_event(offender, E_BAD_COMMAND, _("Too far for this unit.")); } else { - do_unit_goto(ptile); +do_unit_goto(ptile); if (!pcity) { unit_list_iterate(punits, punit) { /* note that this will be executed by the server after the goto */ @@ -1855,6 +1856,7 @@ do_unit_patrol_to(ptile); break; } + set_hover_state(NULL, HOVER_NONE, ACTIVITY_LAST, ORDER_LAST); update_unit_info_label(get_units_in_focus()); } @@ -2035,7 +2037,7 @@ { struct tile *dest_tile; - if (hover_state != HOVER_GOTO) { + if (hover_state != HOVER_GOTO && hover_state != HOVER_NUKE) { return; } @@ -2047,8 +2049,6 @@ create_event(ptile, E_BAD_COMMAND, _("Didn't find a route to the destination!")); } - - set_hover_state(NULL, HOVER_NONE, ACTIVITY_LAST, ORDER_LAST); } /** Index: client/goto.c === --- client/goto.c (revision 12931) +++ client/goto.c (working copy) @@ -752,6 +752,8 @@ connect_initial++; } } /* otherwise moves_left_initially = punit->moves_left (default) */ + } else if (hover_state == HOVER_NUKE) { +parameter->is_pos_dangerous = NULL; /* nuclear safety? pwah! */ } if (is_attack_unit(punit) || is_diplomat_unit(punit)) { ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39126) Nuke bug
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > I do not think the "Explore Nuke" command is not meant to be a goto command. You can use the normal goto command for nukes. The cursor that appears on "Explore Nuke" is a cosmetic bug. It should just nuke at once when this command is given. In 2.1 and up there might be a problem using goto properly for nukes, though. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39126) Nuke bug
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > >From: "Per I. Mathisen" <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: [EMAIL PROTECTED] >Subject: (PR#39126) Nuke bug Date: Fri, 11 May 2007 13:33:12 -0700 > > >http://bugs.freeciv.org/Ticket/Display.html?id=39126 > > >So the nuke cursor is meant to work as a goto? Do you have a savegame to >show the problem for 2.0? > >I do not understand the "nuke all your cities in a click" comment for 2.1. Just, the nuke explode at their position without move. I did a save game for you. _ Windows Live Spaces : créez votre blog à votre image ! http://www.windowslive.fr/spaces nukebug.sav.gz Description: GNU Zip compressed data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39126) Nuke bug
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > So the nuke cursor is meant to work as a goto? Do you have a savegame to show the problem for 2.0? I do not understand the "nuke all your cities in a click" comment for 2.1. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39126) Nuke bug
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > Apply the patch in reverse mode (i did a mistake with source and destination with diff): patch -Rp1 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev