bugFreeciv - Bugs: bug #19922, Too easy to lose boats when city...

 
 
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bug #19922: Too easy to lose boats when city lost to migration?

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Wed 11 Jul 2012 01:02:15 AM UTC  
 
Category: NoneSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: S2_4 r21510Operating System: None
Planned Release: 

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Wed 23 Jan 2013 06:04:58 PM UTC, comment #2:

> previously, I think the only time a city could disappear with
> units still in it would be build-settler-at-size-1


I've seen AI city to starve to death, but that's rather special case of AI-class-stupidity city placement (middle of arctic mountain range)

Marko Lindqvist <cazfi>
Project Administrator
Sun 15 Jul 2012 12:59:59 PM UTC, comment #1:

> Or we could just use bounce_unit()

Patch #1254 talks about generalising this function.

Jacob Nevins <jtn>
Project Administrator
Wed 11 Jul 2012 01:02:15 AM UTC, original submission:

I just moved a boat into a size 1 city, using all its movement points, and then the next turn, the city was disbanded due to migration. I lost the boat! Messages:

  • This unit has no moves left.
  • This unit has no moves left.
  • When Salzburg was disbanded your Ironclad could not get out, and it was therefore lost.

I felt rather aggrieved by this (it was elite), but I'm not sure if I should just take it.

If so, the messages need clearing up -- the "no moves left" message appears twice because unit_move_handling() is called for every adjacent ocean tile (here there were two) and emits this each time. The message doesn't make sense when it's not a user's direct action that caused the move.

But perhaps we should have an "emergency" mode for unit_move_handling() ignoring moves left and other things like ZOC, unitwaittime, etc that I think the current code falls foul of.

Or we could just use bounce_unit(), or do something like bounce_units_on_terrain_change() does. (Perhaps all these special cases should be unified?)

While I suspect remove_city() hasn't changed forever, I guess the forced-city-disband situation is new with migration -- previously, I think the only time a city could disappear with units still in it would be build-settler-at-size-1, where the player could be expected to plan for this?

Jacob Nevins <jtn>
Project Administrator

 

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  • -unavailable- added by cazfi (Posted a comment)
  • -unavailable- added by jtn (Submitted the item)
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