[freeciv-ai] Re: (PR#2477) Improved Auto-Explore
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I didn't test your patch, but I have a couple of questions.
+ square_iterate(x, y, range, x1, y1) {
+ int ocean = likely_ocean(x1,y1, pplayer);
+
+ if (!map_get_known(x1, y1, pplayer)) {
+ unknown++;
+ desirable += (ocean >= 50 ? ocean_score : land_score);
+ } else {
+ desirable += (ocean >= 50 ? known_ocean_score : known_land_score);
+ }
+ } square_iterate_end;
+
+ if (is_within_own_city_radius(pplayer, x, y)) {
+ /* Friendly city is not quite the same as own city, but... */
The comment is a bit obsolete (I guess I left it there...)
Also, I feel it should be moved few lines up, right after, unknown++
(x->x1 and y->y1, obviously). We don't care for explored city tiles, do
we?
+ desirable += OWN_CITY_SCORE;
+ }
+
+ if (map_has_special(x, y, S_HUT)) {
+ /* we want to explore huts whenever we can. */
+ desirable += HUT_SCORE;
What if we cannot see tile (x, y) ?
I think AI explorer would go straight for an invisible hut here :(
That's a big cheating which can be easily avoided!
G.
[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko via RT, 2003/01/08
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[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko via RT, 2003/01/26
[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko via RT, 2003/01/28
[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko, 2003/01/29
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