[freeciv-ai] Re: uploaded new versions of teams and massive AI patches
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Qs and Cs:
1. What sort of warnings did you get in flying AI? Did you have more -Ws
than usual?
2. There was a bug in path-finding for flying units, I fixed it in my
version, I'll update it and post it.
3. If you are thinking about commiting massive AI as a whole, than it's
better to do it before it reaches gargantuan proportions. I am sure there
are zounds of bugs in it already :(
4. Active AI diplomats patch was written by you, mine were only few
comments.
5. valid_goto is a bad name if the function returns bool (I am assuming it
does): has_valid_goto or even better is_on_valid_goto (you can guess I am
a secret fan of Hungarian notation).
Best,
G.
On Tue, 15 Oct 2002, Per I. Mathisen wrote:
> I've uploaded to freeciv incoming new versions of the teams patch and the
> massive AI patch. The former is only a cvs update, the latter has
> significant changes.
>
> >From my patch notes:
>
> ** EXPERIMENTAL VERSION **
>
> Changes from previous version denoted by +, old changes by -
>
> This is a diff of my AI development tree. It contains the following:
> - A final cleanup of the bodyguard code, by myself
> - Active AI diplomats, by myself and Gregory Berkolaiko
> <Gregory.Berkolaiko@xxxxxxxxxxxx>
> - AI support for flying units, by Gregory Berkolaiko
> <Gregory.Berkolaiko@xxxxxxxxxxxx>
> - AI hitpoints recovery patch, by Jordi Negrevernis i Font
> <jorneg@xxxxxxxxxxx>
>
> It also contains a number of other cleanups throughout the code:
> - Fixed a number of compile warnings in flying AI code.
> - Change defaults for coinage, courthouse, wall, SAM and coastal.
> Now coinage is TRADE_WEIGHTING want only, a kind of fallback.
> SAM trumps coinage, wall trumps SAM and coinage, while coastal
> trump them all three, and all just barely. Courthouse now
> doesn't calculate with a value where corruption has been
> deducted (assume continued existence of problem you solve,
> very bad).
> - Fixed bug whereas distances were thought 3x the real length
> because we now use warmaps.
> - Stop requiring barracks for offensive diplomats.
> - AI will now rather build Lighthouse or United Nations instead
> of more coinage
> - Don't bribe units that aren't a threat unless we have lots
> and lots gold, and even then don't bribe settlers
> - Medium difficulty AI won't use diplomats
> - Diplomats now stay and defend at urgency, not grave danger
> + Removed inconsistent pcity->ai.ai_role which wasn't even used
> + Renamed HAS_GOTO() to valid_goto()
> + Started rewriting the activity and goto handling, hiding them
> behind sane wrappers. the problem with that is that some of the
> use of this code isn't sane... changes restricted to aitools and
> aiunit. These changes are a lead up to my rewriting of the
> ferry code.
> + Cleaned up stay_and_defend() (renamed), first part of fstk,
> and is_my_turn()
>
> Intended activity and goto cleanup:
> + ACTIVITY_GOTO will be removed, do not use. Instead, check for
> valid_goto(punit)
> + A unit should *never* have a valid goto unless it is on its
> way somewhere by goto
> + Never call do_unit_goto() directly; this function will be
> rewritten later when we have new path finding
> + Never set a unit to ACTIVITY_IDLE directly; this will be done
> by lower-level code only when really necessary (to preserve
> fortification)
> + Never set a unit to ACTIVITY_FORT* directly; this will be
> handled automatically on unit management end
> + ai_unit_goto(punit, x, y) will *preserve* previous goto
> coordinates; use this only for one-turn-horizon gotos
> (only air units and diplomats use different gotos ATM)
> + Use ai_unit_gothere(punit) for long-distance gotos; this
> will be used for ferrying, and eventually should replace
> both ai_military_gothere() and the settler gothere.
> *Always* set destination with ai_unit_set_destination(punit, x, y)
> first when you do this.
> + Note that you can use ai_unit_goto() while on a ai_unit_gothere()
> mission, and the gothere() destination will be preserved
>
>
>
>
- [freeciv-ai] uploaded new versions of teams and massive AI patches, Per I. Mathisen, 2002/10/15
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches,
Gregory Berkolaiko <=
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Per I. Mathisen, 2002/10/16
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Gregory Berkolaiko, 2002/10/16
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Per I. Mathisen, 2002/10/16
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Raimar Falke, 2002/10/16
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Per I. Mathisen, 2002/10/16
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Gregory Berkolaiko, 2002/10/17
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Gregory Berkolaiko, 2002/10/17
- Message not available
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Ross W. Wetmore, 2002/10/20
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Per I. Mathisen, 2002/10/21
- Message not available
- [freeciv-ai] Re: uploaded new versions of teams and massive AI patches, Ross W. Wetmore, 2002/10/25
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