Sat 27 Jun 2009 05:49:21 PM UTC, comment #1:
This bug really is referring to too many cities vectoring to another single city or planted-standard (hero's flag). Some of the changes to the codebase were naming changes that reaffirmed this idea.
The player object's VectorFromCity method didn't check to see if the destination could have another city vectoring to it.
Work was also done on the player object's changeVectorDestination method so that it can support a planted-standard as the source or the destination.
The vectormap object was also changed. Because the player's VectorFromCity method can now fail, the callers of it in the vectormap object needed to handle the case.
It isn't fully tested, and there could still be some vectoring bugs hanging around.
Unrelated to this bug, but also checked in:
I changed the graphics of the production map in a way that is deliberately different from the original game. Now we see enemy shields, alongside the production icons for our own. Also I've added a can't-vector-here production shield icon, that looks a lot like the other production shields but it is primarily red. The original game showed unvectorable-to cities as a razed city.
Also, there is now a white box drawn around the active city.
Another unrelated change is that vector actions are pruned from the player's action list. Imagine a case where you turn the vectoring on and off. The pruning algorithm removes all other vector actions except for the last one.
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