[Freeciv-Dev] [patch #4985] Path-finding better attack handling

2014-08-13 Thread pepeto
Update of patch #4985 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4985] Path-finding better attack handling

2014-08-11 Thread pepeto
Update of patch #4985 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [patch #4985] Path-finding better attack handling

2014-07-24 Thread pepeto
URL:
  http://gna.org/patch/?4985

 Summary: Path-finding better attack handling
 Project: Freeciv
Submitted by: pepeto
Submitted on: jeu. 24 juil. 2014 16:07:28 CEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Two noticeable changes:
0 path-finding is able to handle unit reachability ;
0 when attack is impossible, don't try fall back to ACTION_NONE and try to do
a normal move.

Note it may need changes, depending of current discussions about combat rules
(bug #22381, patch #4984).




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File Attachments:


---
Date: jeu. 24 juil. 2014 16:07:28 CEST  Name: pf_better_attack_handling.patch 
Size: 9 ko   By: pepeto

http://gna.org/patch/download.php?file_id=21548

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[Freeciv-Dev] [patch #4985] Path-finding better attack handling

2014-07-24 Thread pepeto
Follow-up Comment #2, patch #4985 (project freeciv):

I have thought about that and based by first version of the patch on it. But
the process is very different. In combat.c, we test unit/unit (duplicating lot
of useless tests) with full data. In path-finding, we want to know (1) if we
are able to attack (then if it is useful to test attack at all), (2) if we
would be to attack a tile, (3) if we can attack the tile from many tiles.


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