Complete.Org: Mailing Lists: Archives: freeciv-ai: April 2003:
[freeciv-ai] Re: (PR#4026) Advanced rampage.
Home

[freeciv-ai] Re: (PR#4026) Advanced rampage.

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#4026) Advanced rampage.
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Sat, 19 Apr 2003 11:08:52 -0700
Reply-to: rt@xxxxxxxxxxxxxx


And now the correct patch...

(The first time I sent it, nothing came through...  trying gzipped)

Quoting Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>:

> 
> This is the second version of the "advanced rampage" patch.  Main features:
> 
> * instead of looking only at adjacent tiles, it will look at all tiles
> reachable within one turn.
> * if a unit doesn't want to move from where it is, but still wants to
> attack adjacent, it still can do by a proper choice of the thresholds.
> * I put in a simple path-executing function.  It might grow into
> something big, when we need to execute long paths, but right now what it
> does is sufficient.
> 
> The patch can be tested with armour-landed.sav.gz supplied by Pille in
> (PR#3646).
> 
> Please comment on the patch.  I will start committing it peacemeal soon
> (I'll separate fixes to PF, stack_cost, and possibly path_execute).
> 
> G.
> 


Attachment: adv_rampage2.diff.gz
Description: adv_rampage2.diff.gz


[Prev in Thread] Current Thread [Next in Thread]