Changes between Version 2 and Version 3 of Ticket #1871, comment 7


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Timestamp:
May 5, 2013, 5:43:45 PM (11 years ago)
Author:
wraitii

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  • Ticket #1871, comment 7

    v2 v3  
    11Showing this information only for stuff in LOS should be trivially easy (there is a "visible" status iirc for each player) but doesn't completely fix the issue: if another player sends a unit to gather from that resource, it will be counted, so the player could "cheat" slightly.
    22
    3 Proper way to fix this currently would be to actually recount by checking for every gatherer if they're visible or not by the player (and change the tooltip to "X known/Y maximum"). This is obviously a bit slower, but it it's lazily done when a resource is selected, given that the number of gatherers are low, it should be possible.
     3Proper way to fix this currently would be to actually recount by checking for every gatherer if they're visible or not by the player (and change the tooltip to "X known/Y maximum"). This is obviously a bit slower, but if it's lazily done when a resource is selected, given that the number of gatherers are low, it should be possible without too much overhead.
    44
    55Note that UnitAI doesn't really consider those issues so you could still tell if a resource is full by trying to send a worker to gather there. Iirc, it should refuse to start gathering if the resource is full. Perhaps that can also be lazily recounted in that case, when, for example, the resource is out of LOS (as this is basically the only case where this would actually be an issue. If the resource is in LOS, then the player most likely already has all the information he wants). This can actually sort of be used as a cheating mechanism right now, even though the info gathered is basically nil.