Opened 8 years ago
Last modified 3 years ago
#3726 new defect
[PATCH] prevent fluctuation of number of gatherers when returning resources
Reported by: | mimo | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
Currently, gatherers returning resources are not accounted in the number of gatherers on a given resourceSupply, which makes the number displayed fluctuate, and it is sometimes difficult to know exactly how many gatherers are effectively working on a resource. This patch adds them.
Attachments (1)
Change History (6)
by , 8 years ago
Attachment: | gatheringTarget.patch added |
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comment:1 by , 8 years ago
Milestone: | Backlog → Alpha 20 |
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comment:2 by , 8 years ago
Keywords: | review removed |
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comment:3 by , 8 years ago
Milestone: | Alpha 20 → Backlog |
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comment:4 by , 5 years ago
Component: | UI & Simulation → Simulation |
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Move tickets to Simulation
as UI & Simulation
got some sub components.
comment:5 by , 3 years ago
Description: | modified (diff) |
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Given that the current patch has some issues by allowing a distant enemy to block gathering by tasking some units to gather from that resource (while those units are in the approaching state and are thus already counted as gathering) (and the shared counter (see #1387)) I'm removing keyword (for some more detail see http://irclogs.wildfiregames.com/2016-01-04-QuakeNet-%230ad-dev.log).
A nicer solution would be to have another counter for units for a resource that keeps track of units that are currently approaching or returning the resource, but not currently gathering. However there could be some edge-cases, so ignoring everything but returning resources and approaching seems sensible. It should be taken care that issuing another order (non-queued) while in such a state does actually remove the unit from this counter.