bugFreeciv - Bugs: bug #20587, Autosettlers only consider enemy...

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bug #20587: Autosettlers only consider enemy land units dangerous

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Mon Mar 4 22:07:33 2013  
Category: aiSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: Any
Planned Release: Contains string changes: None

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Sat Apr 12 14:45:17 2014, comment #2:

Notes on implementation:
Rather than checking whether a given square is threatened, autosettlers should check if there are any units that would be able to attack the autosettler within the time required to complete the work underway as part of determining if some work should be undertaken in the first place. Once work is started, the autosettler should only interrupt work in the event that some unit would be able to attack them within the analysed turn (even if some unit gets close enough to attack before the work is done, an autosettler actively engaged in work shouldn't stop work unless actively threatened). The threat analysis is probably best done with a pf_map of some sort.

Note that the bug, as titled, is solved, as patch #3854 causes autosettlers to avoid adjacent battleships, but not the destroyer hanging just off the coast and picking off each autosettler as it appears (despite being seen by units in a nearby fortress). As much as it might appeal, the final implementation should avoid fixing this issue if the destroyer cannot be seen by the player.

Emmet Hikory <persia>
Project Member
Fri Apr 19 21:54:00 2013, comment #1:

Oops. Found this after posting patch #3854

Although closely related, I'm not sure this ticket is entirely closed by that patch though: while it does remove the "land" restriction, it does not include the deeper analysis that might be useful to determine if a given tile is truly dangerous, nor even look beyond the immediate horizon (2 tiles away).

Emmet Hikory <persia>
Project Member
Mon Mar 4 22:07:33 2013, original submission:

Undefended autosettlers gained the ability to run away from threatening units in patch #3384. However, they currently only consider land units threats, so coastal workers will still blithely ignore battleships.

cazfi said: "To make it work well, a bit more work is needed. It should not abort work when settler is not on the coast, but still the sea unit is within checked range, or when sea unit is not able to coastal bombardment...
"I'll leave that to future tickets (and probably TRUNK only)"

(Comments in patch #3383 may also be relevant?)

Jacob Nevins <jtn>
Project Administrator


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

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