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[freeciv-ai] Re: Patch Army

[freeciv-ai] Re: Patch Army

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To: freeciv ai <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Patch Army
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 21 Jan 2003 16:31:51 +0000 (GMT)

On Thu, 9 Jan 2003, Jordi Negrevernis i Font wrote:
>   Well, i've been developing a patch for giving to the ai the capacity
> to make coordinate mass attacks against a city. It does handle a total
> of 8 attacking units, 4 defensive units and 4 naval units.

Looks interesting. I need to give it some testing, but the patch doesn't
apply anymore, so could you fix Raahul objections and repost the patch?

Before you do, please
  - fix style issues (lots of these)
  - use ai_unit_goto() and ai_unit_gothere() instead of do_unit_goto()
  - use handle_unit_activity_request() instead of set_unit_activity()
  - use ai_unit_new_role() instead of punit->ai.ai_role = ...
  - fix your comments, some of them are totally wrong and look like
    they've been cut&pasted from somewhere else

>   But, i have 3 questions:
>   - How do i know if there is a city in the attack direction?

I don't understand the question.

>   - Which are the wants for the units? While debugging i get want >
> 101 many times, before i evaluate army_advisor_choice!! I knew they were
> between 0 and 100!!

You knew wrong, as did Raahul. A lot of wants are over 101, the want for
attacking units are among them.

>   If that thing is likely to go to CVS i can continue to develop it.

I can't say at this point, I'd have to look more closely at it while
testing it.

  - Per

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