HostedRedmine.com has moved to the Planio platform. All logins and passwords remained the same. All users will be able to login and use Redmine just as before. Read more...
Determine the faith of Sentry
In Freeciv "Sentry" is just server side client state. More user interface than rule. I think it did more in civ2. If I remember correctly a unit on sentry in a city would load on board transports arriving in the city. This, combined with the new Activity requirement, tempts me to make it an action.Freeciv server side sentry usage:
- set when a unit boards a transport.
- unset once hostile units are within 3 tiles.
- unset on hitpoint restore
- unset on bounce
#3 Updated by Sveinung Kvilhaugsvik over 1 year ago
- File 0003-Introduce-the-new-action-Sentry-Unit.patch 0003-Introduce-the-new-action-Sentry-Unit.patch added
- Category set to General
- Status changed from New to Resolved
- Assignee set to Sveinung Kvilhaugsvik
- Sprint/Milestone set to 3.1.0
There are good arguments against action enabler control over sentry. In the current rules it is just server side client state. A user interface detail, not a rule. The server will set it when a unit boards a transport to avoid the passenger getting focus while transported. The client will end its "Return to Nearest City" order with it if the unit needs to heal. The server will unset it to bring the player's attention to events like a hostile unit moving too close, restored hit points and the unit being bounced.
The new Activity requirement makes it possible to have rules depend on a unit's Sentry state. If I remember correctly other Civ variants have made rules depend on a unit's Sentry state. This, together with the fact that a Sentry action permits getting rid of activity orders in a follow up patch, makes me land on the side of making it an action.
#6 Updated by Sveinung Kvilhaugsvik over 1 year ago
Ignatus wrote at the Freeciv forum:
Was it a good idea to make us to enable what we don't ever want to disable? Yes, sentrying has gameplay value and might get more of it, but its main reason is to stop units grabbing focus until certain events happen, and we need it for any game (side note: with my modded 2.6 client I often use single "wait full mp" order to silence units until turn end). Rigid rules have their advantages that are countered seemingly by nothing here. You didn't have to make it an action to control things depending on "Sentry" activity. Making it an action in the protocol is comfortable, but some guy wrote a text not to make an action what is not really an action, with auto-settlers as counter-example, and I don't see a cardinal difference...
I agree that it is messy. An alternative is to make "Sentry" pure server side client state again. See Feature #918768