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[freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code
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[freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code

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To: per@xxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Sun, 9 Jan 2005 21:58:44 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11777 >

On Thu, 6 Jan 2005, Per I. Mathisen wrote:

> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=11777 >
>
> I've committed the logging and obvious bugfixes. The attached patch is the
> remainder. Now much easier to read for you, Greg ;)

Killing most of the aitech.c code is very sensible.

But the main change in the other parts is hard to agree with.  You propose
to consider only the units whose requirement is REACHABLE.  But consider
the subtree of, say, ferries.  It has a 2-tech link: MapMaking(Trireme) -
Astronomy - Navigation(Caravel), so after getting MapMaking, the Astronomy
will not get any want because it's not a requirement for any unit and
Navigation will not get any want either, because it is not REACHABLE.  So
the tech progression will get stuck!

I completely agree to setting the want for the _cheapest_ tech only, but
not necessarily when it's 1 step away.

Also, thinking again about ferries, ai_wants_role_unit is a good function,
but it should be changed to work when the consideration is not only on
per-city basis but also on the per-nation basis.  But this can be done
with the inclusion of centralized boat-building code which will be the
first user.  Now I think it should be moved into aitech.

Glip.





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