Re: [Freecol-developers] Improve unit activation

2021-12-14 Thread Michael T. Pope
On Tue, 14 Dec 2021 14:56:29 +0100 (CET)
Stefan Fellner  wrote:
> you're right - I should only do one thing at a time.
> 
> I figured it is problematic - so it needs more thorough testing.
> 
> I will try to nail it down one-for-one and describe the (possible) 
> improvement i see.

Thanks.  This area has been a real nuisance, and once again, really easy
to break.

> > Wrt the second change, I am wondering if we should use hasTile() rather
> > than isInEurope() to include the high seas case.
> >
> So the second change you're right, when the hasTile() includes the HighSeas 
> case this is even better, I think that's probably not causing side effects. I 
> changed it, and the patch contains only this one change.

I am struggling to think of how this can go wrong, so committed
(git.45c2e4be94).  What will be different is that in some cases the
currently selected tile will now no longer change, which might work better
if there is a selectable unit still there.  Alas, I have been frequently
wrong in this area so let us hope for some good testing.

Cheers,
Mike Pope


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Re: [Freecol-developers] Improve unit activation

2021-12-13 Thread Michael T. Pope
On Mon, 13 Dec 2021 18:05:09 +0100 (CET)
Stefan Fellner via Freecol-developers
 wrote:
> another small quickwin, on unit activation / endofturn handling.
> 
> this two small changes improve the activated units handling considerably - at 
> least for me while playing.

Can you describe test cases where these are improvements?  This has been a
very problematic area.  I want to make sure we are not going back to
something that was a source of complaint.

Wrt the second change, I am wondering if we should use hasTile() rather
than isInEurope() to include the high seas case.

Also, the two changes do distinct things.  We try to fix one thing per
commit, it makes the log history more useful when looking back at changes.

Cheers,
Mike Pope



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