[freeciv-ai] Re: pre-patch to new settler code
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On Wed, Apr 30, 2003 at 08:48:51PM +0100, Gregory Berkolaiko wrote:
> On Wed, 30 Apr 2003, Raimar Falke wrote:
>
> > On Tue, Apr 29, 2003 at 05:09:50PM +0000, Per I. Mathisen wrote:
> > > On Tue, 29 Apr 2003, Gregory Berkolaiko wrote:
> > > > > - Add two functions to create and destroy virtual cities.
> > > >
> > > > Left out
> > >
> > > As agreed with Greg earlier, this was moved into common code for the
> > > benefit of those who want to write client-side AIs.
> > >
> > > I think we should also move (and integrate) the similar functions for
> > > creating and destroying virtual units into common code.
> >
> > While in general it is easier to use "virtual objects" (structs which
> > are filled out but not part of the global web of objects) because
> > almost all functions take objects I think that it is cleaner to pass
> > all required values explicit. This is especially try to code parts
> > which must support a dry-mode like path-finding or settler management
> > (because some other code has to decide if another settler will find
> > good work). I think we did a good job at this in the (core)
> > path-finding interface. It also shows that for convenience it is good
>
> I was against it in the beginning but now I see it isnot so bad. But PF
> is a module with very diverse applications. I don't think you want to
> do the same with functions like adjust_workers...
Yes it depends on the module.
As far I'm informed Per planned to replace add_ajust_workers and co
with cm.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
(On the statement print "42 monkeys"+"1 snake"): BTW, both perl and Python
get this wrong. Perl gives 43 and Python gives "42 monkeys1 snake", when
the answer is clearly "41 monkeys and 1 fat snake".
-- Jim Fulton, 10 Aug 1999
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