Follow-up Comment #2, patch #4926 (project freeciv): > It was already the case before since bug #20361
I thought we changed it to not be SINGLE_MOVE again with attack_move_cost() in patch #3901 > Where do you see that the tile is set to TB_IGNORE? Yes, sorry, the correct value for my comment is "TB_DONT_LEAVE", rather than "TB_IGNORE". My apologies for the confusion. > I am against allowing path-finding to make intermediate actions In that case, rather than calculating a result, let's assert that an action always consumes the entirety of the remaining moves. For deciding what to do, this is enough to know that one can reach a tile, or take an action at a tile. When something is actually done, after the action is completed, the unit can do something else. There's a fair bit of AI code that seems to assume pathfinding is magic and just does everything that probably needs adjusting: when real units are really moving, it probably makes sense to pathfind in a loop with various objectives until there are no moves left (after having actually performed the move, rather than guessing at moves left in pathfinding). This applies not just for fighters/escorts, but also for city defenders normal attackers, ferries, etc. Do you think it makes sense to repurpose this ticket to change the action cost to the remainder of moves remaining in the turn for pathfinding in all cases, or just mark it "Won't Do"? I no longer think it useful to apply the attached patch, and would rather fix the individual bits of the AI in a series of separate patches than trying to do it all here. _______________________________________________________ Reply to this item at: <http://gna.org/patch/?4926> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev