[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.
>>
>> Cheers,
>> RossW
>> =====
>
>Try this patch instead. It gets rid of the annoying warnings. I think
there's a
>new style issue raised in this patch. It's better to have similar types
>clustered together i.e
>
>int a, int b, char c
>
>than
>
>int a, char c, int b
Yes, this helps with memory packing and reduces obscure side-effects
from such.
>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
you
>don't have the time to fix it the same day you notice it, send me the
>warnings.
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) *
SHIELD_WEIGHTING;
---
> prod =
> (pcity->shield_prod * SHIELD_WEIGHTING * 100) /
city_shield_bonus(pcity);
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.
>Aloha,
>RK.
Cheers,
RossW
=====
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