[freeciv-ai] Re: A better AI Eval buildings 1.1
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At 02:47 AM 02/05/09 -0700, Raahul Kumar wrote:
>--- "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx> wrote:
>> I'll give it a shot, but it might not happen before the weekend.
>Try this patch instead. It gets rid of the annoying warnings. I think
>new style issue raised in this patch. It's better to have similar types
>clustered together i.e
>int a, int b, char c
>int a, char c, int b
Yes, this helps with memory packing and reduces obscure side-effects
>This patch certainly compiles,(no warnings) and I didn't notice any different
>savegames in my first run. I'll leave you to run some more savegames and get
>back to me. If you see any compile errors, please fix and post a patch. If
>don't have the time to fix it the same day you notice it, send me the
It applied to and ran fine with May 11 CVS.
The initial savegames were the same, but about 3000-2500BC started to
diverge, so there is some. It was incredibly subtle and may result from
this sort of roundoff fix.
< prod = pcity->shield_prod * 100 / city_shield_bonus(pcity) *
> prod =
> (pcity->shield_prod * SHIELD_WEIGHTING * 100) /
or this enhancement.
< i = (pcity->size * 2) + settler_eats(pcity);
< i -= pcity->food_prod; /* amazingly left out for a week! -- Syela */
< if (i > 0 && pcity->ppl_scientist == 0 && pcity->ppl_taxman == 0)
hunger = i + 1;
< else hunger = 1;
> hunger = 1;
> j = (pcity->size * 2) + settler_eats(pcity) - pcity->food_prod;
> if (j >= 0 && pcity->ppl_scientist <= 0 && pcity->ppl_taxman <= 0)
> hunger += j+1;
But I don't think this is any real problem.