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[freeciv-ai] Re: enemies_at() flip flop
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[freeciv-ai] Re: enemies_at() flip flop

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: enemies_at() flip flop
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Wed, 25 Sep 2002 10:49:07 +0100 (BST)

which file/function are you looking at?

On Tue, 24 Sep 2002, Per I. Mathisen wrote:

>   adjc_iterate(x, y, x1, y1) {
>     if (!pplayer->ai.control
>         && !map_get_known_and_seen(x1, y1, unit_owner(punit))) {
>       continue;
>     }
> >    if (is_enemy_city_tile(map_get_tile(x1, y1), unit_owner(punit)))
> >      return TRUE;
>     unit_list_iterate(map_get_tile(x1, y1)->units, enemy) {
>       if (pplayers_at_war(unit_owner(enemy), unit_owner(punit)) &&
>           can_unit_attack_unit_at_tile(enemy, punit, x, y)) {
>         a += unit_belligerence_basic(enemy);
>         if ((a * a * 10) >= d) return TRUE;
>       }
>     } unit_list_iterate_end;
>   } adjc_iterate_end;
> 
> Take a look at the lines denoted > above. They cause unnecessary waiting,
> and in one case I've seen, also flip flop goto behaviour. A unit
> invulnerable to anything in the city shouldn't wait, in particular not sea
> or air units. I want to remove it.
> 
> Yours
> Per
> 
> "I don't see why people are so upset about cloning sheep. American
> television networks have been doing that to their audiences for years."
> -- Jello Biafra
> 
> 
> 



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