Jacob Nevins
2014-10-11 23:18:01 UTC
URL:
<http://gna.org/bugs/?22786>
Summary: "Manual Turn Done in AI mode" not useful?
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 12 Oct 2014 00:18:01 BST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
Status: None
Assigned to: None
Originator Email:
Open/Closed: Open
Release: S2_5 r26758
Discussion Lock: Any
Operating System: GNU/Linux
Planned Release:
_______________________________________________________
Details:
(I may have misunderstood how this is supposed to work... can someone with a
long memory say if this is a regression?)
As I understand it, with "Manual Turn Done in AI mode" (the default), a user
of non-observer client attached to a player under AI control (e.g. in /away
mode) is supposed to press "Turn Done" every done; whereas if the option is
cleared, the client will send a "turn done" to the server as soon as it sees
other players are ready.
However, whenever a player is AI controlled, the "Turn Done" button is
insensitive (get_turn_done_button_state()). So if the option is enabled, the
only way the game will progress is if the AI-controlled player's client
detaches (or a timeout times out).
Could this be as simple as adding ai_manual_turn_done into
get_turn_done_button_state()?
(May also want a callback function on the client option to handle
transitions.)
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Reply to this item at:
<http://gna.org/bugs/?22786>
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<http://gna.org/bugs/?22786>
Summary: "Manual Turn Done in AI mode" not useful?
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 12 Oct 2014 00:18:01 BST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
Status: None
Assigned to: None
Originator Email:
Open/Closed: Open
Release: S2_5 r26758
Discussion Lock: Any
Operating System: GNU/Linux
Planned Release:
_______________________________________________________
Details:
(I may have misunderstood how this is supposed to work... can someone with a
long memory say if this is a regression?)
As I understand it, with "Manual Turn Done in AI mode" (the default), a user
of non-observer client attached to a player under AI control (e.g. in /away
mode) is supposed to press "Turn Done" every done; whereas if the option is
cleared, the client will send a "turn done" to the server as soon as it sees
other players are ready.
However, whenever a player is AI controlled, the "Turn Done" button is
insensitive (get_turn_done_button_state()). So if the option is enabled, the
only way the game will progress is if the AI-controlled player's client
detaches (or a timeout times out).
Could this be as simple as adding ai_manual_turn_done into
get_turn_done_button_state()?
(May also want a callback function on the client option to handle
transitions.)
_______________________________________________________
Reply to this item at:
<http://gna.org/bugs/?22786>
_______________________________________________
Message sent via/by Gna!
http://gna.org/