[freeciv-ai] Re: AI Diplomacy v11 (PR#2413)
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On Sun, 20 Jul 2003, Gregory Berkolaiko wrote:
> Here are some comments to the code (note that I haven't tried compiling
> it, but spent about 1,5 hours reading the code):
>
> 1. Comment to aisupport_distance_to_player.
[...]
> 12. Assumption that we should wage war at least on one other civ is
> inherent in the code. In the future it should change IMO. If the civ has
> decent (or the best) research rate, it should consider getting a tech
> advantage first.
>
13. In ai_diplomacy11.diff
@ -220,29 +230,42 @@
for (i = 0; i < MAX_NUM_PLAYERS; i++) {
struct player *aplayer = get_player(i);
- ai->diplomacy.player_intel[i].is_allied_with_enemy = FALSE;
- ai->diplomacy.player_intel[i].at_war_with_ally = FALSE;
- ai->diplomacy.player_intel[i].is_allied_with_ally = FALSE;
+ ai->diplomacy.player_intel[i].is_allied_with_enemy = NULL;
+ ai->diplomacy.player_intel[i].at_war_with_ally = NULL;
+ ai->diplomacy.player_intel[i].is_allied_with_ally = NULL;
[....]
I can see why it's not players_iterate (although I would prefer it this
way). But maybe you can skip the players that are dead or not there at
all?
14. It would be good to have a nice all-in-one printout function for a
player diplomacy state. Would be very useful for behaviour debugging.
[freeciv-ai] Re: AI Diplomacy v11 (PR#2413), Per I. Mathisen, 2003/07/21
[freeciv-ai] Re: AI Diplomacy v11 (PR#2413), Gregory Berkolaiko, 2003/07/21
[freeciv-ai] Re: AI Diplomacy v11 (PR#2413), Per I. Mathisen, 2003/07/21
[freeciv-ai] Re: AI Diplomacy v11 (PR#2413), Per I. Mathisen, 2003/07/21
[freeciv-ai] Re: AI Diplomacy v11 (PR#2413), Per I. Mathisen, 2003/07/21
[freeciv-ai] Re: AI Diplomacy v11 (PR#2413), Per I. Mathisen, 2003/07/21
[freeciv-ai] Re: AI Diplomacy v11 (PR#2413), Gregory Berkolaiko, 2003/07/21
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