patchFreeciv - Patches: patch #7958, autoattack: restore player ability...

 
 
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patch #7958: autoattack: restore player ability to specify who can autoattack

Submitted by:  Sveinung Kvilhaugsvik <sveinung>
Submitted on:  Mon Nov 7 13:27:03 2016  
 
Category: generalPriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: Contains string changes: None

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Mon Nov 7 13:27:03 2016, original submission:

In patch #7942 Jacob Nevins <jtn> said:

> (BTW, since you're working on autoattack, I don't suppose you fancy restoring the ability for the player to specify which units can autoattack? Last time I looked into it, there didn't seem to be any good reason for this to have been removed. I might actually use autoattack if I could control it better. Obviously that's a discussion for another ticket.)


I have been thinking about it. The current behavior is useful as an alternative to enabling ZoC. A more detailed/realistic ruleset may wish to give the player control over what units may autoattack. I therefore suggest giving autoattack three states: disabled, player controlled and enabled. Adding a state could also be an opportunity to rename it to something like "initiative". This would reflect that it isn't mere unit automation[1].

[1] The autoattack setting can, unlike a client side order, make a unit attack an enemy unit in the middle of the enemy unit's order execution. This can be seen as a representation of a unit acting on its own initiative (3rd and 4th generation war) rather than waiting for orders from the top (1st and 2nd generation war).

Sveinung Kvilhaugsvik <sveinung>
Project Member

 

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