Complete.Org: Mailing Lists: Archives: freeciv-ai: August 2003:
[freeciv-ai] Re: Problems with ferries and passengers

[freeciv-ai] Re: Problems with ferries and passengers

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Freeciv AI List <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Problems with ferries and passengers
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Thu, 28 Aug 2003 18:25:29 +0000 (GMT)

On Thu, 28 Aug 2003, Jordi Negrevernis i Font wrote:
>   I continue developing the army patch.
>   Now, the army code sends ordes of units of an army in a transport
> over an objective. Everything works ok when there is only one boat at
> the meeting point. But when there are 2 or more transports in the city
> no one knows which of them will take the cargo.
>   I've thought to assign the transport to the army later in the ocean,
> but this is likely to cause problems when there are more than two
> transports in the ocean tile.
>   Does anybody know where i can find the way to deduce it (which
> transport carries a passenger)?

There is no way to safely deduce that. Every time a transport moves, all
units are dropped on the floor and then reinserted into the transport,
sometimes scooping up new units on the way, sometimes not. This is really
in need of clean up.

>   BTW, do you know that sometimes find_beachhead fails?

Yes. That is also a mess. I think Greg is on to it.

  - Per

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