[freeciv-ai] Re: Ferry dating agency.
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On Wed, 26 Nov 2003, Anthony J. Stuckey wrote:
> On Wed, Nov 26, 2003 at 06:05:27PM +0000, Gregory Berkolaiko wrote:
> > (I hope my email will not be classified as spam due to the subject).
> > This is about how ferries find their passengers and vice versa.
> > Several approaches are possible, for example:
> > 1. Ferries do PF search which goes inland too.
> > 2. Land units do PF search which goes into the seas.
> > 3. Land units head for the nearest shore. Ferries do PF search up to
> > coastal tiles.
> > 3a. As in previous, but unit head for the nearest port.
> > 4. Ferries head for the nearest port. Land units do PF search through
> > their continent only.
> > Right now a dodgy version of 3 is implemented. Ferries do their search
> > alright, but whether land units will go anywhere depends on luck (see
> > find_boat function). This works fine if the land unit is on the shore in
> > the first place, which is most of the time.
> > I am inclined to change to system 2. Any comments? Suggestions of help?
> It seems to me that the strategy is somewhat dependent on the ratio of
> available ferry capacity to units needing ferries. Units which are still
> being built should also be considered.
Yes, I thought that this could be decided dynamically. But it would mean
much code for ferries looking for units and vice versa.
> Military units should try to wait in a port, as unhappiness rules would
> come into play if they were to wait outside. Non-military units are free
> to wait on any coastal tile.
Ah, this is a very good point!
It is possible to have a unit-seeks-ferry search which only considers
cities as possible rendezvous points. But this means a unit might be asked
to walk to another city and thus cause unhappiness.
This is hard to take into ccount properly though: iamgine a RR-covered
continent. Then units _should_ go to the port nearest to the boat as it
will not cause any unhappiness during this journey.
> Idle ferries should always head back to port, or to a site of predicted
> need if units which are still being built are considered. (Or explore, in
> the very early game.)
This is what they do, only they explore not only early, but always. This
is easy to change though.