[Freeciv-tickets] [freeciv] #43251: Chained upgrades lead to actionenabler inconsistency

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Mon Nov 22 01:58:02 JST 2021


#43251: Chained upgrades lead to actionenabler inconsistency

  Open Date: 2021-11-20 15:59
Last Update: 2021-11-21 19:58

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/43251
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Last Changes/Comment on this Ticket:
2021-11-21 19:58 Updated by: ihnatus

Comment:

Is it a problem at all? Seems to me, in the discussed case just the rules can be formed differently, like, NoUpgrade flag to X type and test in actor reqs. The upgrade tree may be more complicated, maybe it will need more flags. But I don't see any glitch in this case, what you ask that you get.

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Ticket Status:

      Reporter: ec429
         Owner: (None)
          Type: Bugs
        Status: Open
      Priority: 5 - Medium
     MileStone: (None)
     Component: (None)
      Severity: 5 - Medium
    Resolution: None
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Ticket details:

In my ruleset, I have a NoUpgrade flag that controls the Upgrade action, so that some units can be obsoleted (to declutter the build list) without being able to be upgraded (which e.g. in some cases bypasses an impr_req on the new unit).
[actionenabler_upgrade_unit]
action = "Upgrade Unit"
actor_reqs    =
    { "type",    "name",       "range", "present"
      "DiplRel", "Foreign",    "Local", FALSE
      "UnitFlag", "NoUpgrade", "Local", FALSE
    }
However, if I have three units X → Y → Z (where → represents obsolete_by), and Y has the NoUpgrade flag, an X can still be directly upgraded to Z; I don't see any way to work around this.
In my opinion, the Upgrade Unit action should check that the entire chain of obsolete_by would all pass the actionenabler individually (and if not, upgrade to the point where it fails, so that e.g. X can still upgrade to Y after inventing Z), rather than just looking at the endpoints.

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