[freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code
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Subject: |
[freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code |
From: |
"Per I. Mathisen" <per@xxxxxxxxxxx> |
Date: |
Sat, 22 Jan 2005 13:31:19 -0800 |
Reply-to: |
bugs@xxxxxxxxxxx |
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11777 >
And here is the remaining parts, fixed according to Greg's excellent
suggestions (and some of my own).
- Per
Index: ai/aiunit.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiunit.c,v
retrieving revision 1.344
diff -u -r1.344 aiunit.c
--- ai/aiunit.c 22 Jan 2005 19:45:38 -0000 1.344
+++ ai/aiunit.c 22 Jan 2005 21:29:38 -0000
@@ -2217,30 +2217,66 @@
}
/**************************************************************************
- Assign tech wants for techs to get better units with given role/flag.
- Returns the best we can build so far, or U_LAST if none. (dwp)
+ Returns the best we can build so far, or U_LAST if none. "Best" here
+ means last in the unit list as defined in the ruleset. Assign tech
+ wants for techs to get better units with given role, but only for the
+ cheapest to research "next" unit up the "chain".
**************************************************************************/
Unit_Type_id ai_wants_role_unit(struct player *pplayer, struct city *pcity,
int role, int want)
{
- Unit_Type_id iunit;
- Tech_Type_id itech;
int i, n;
+ Tech_Type_id best_tech = A_NONE;
+ int best_cost = FC_INFINITY;
+ Unit_Type_id best_unit = U_LAST;
+ Unit_Type_id build_unit = U_LAST;
n = num_role_units(role);
- for (i=n-1; i>=0; i--) {
- iunit = get_role_unit(role, i);
+ for (i = n - 1; i >= 0; i--) {
+ Unit_Type_id iunit = get_role_unit(role, i);
+ Tech_Type_id itech = get_unit_type(iunit)->tech_requirement;
+ Impr_Type_id iimpr = get_unit_type(iunit)->impr_requirement;
+ Tech_Type_id iimprtech = get_improvement_type(iimpr)->tech_req;
+
if (can_build_unit(pcity, iunit)) {
- return iunit;
- } else {
- /* careful; might be unable to build for non-tech reason... */
- itech = get_unit_type(iunit)->tech_requirement;
- if (get_invention(pplayer, itech) != TECH_KNOWN) {
- pplayer->ai.tech_want[itech] += want;
+ build_unit = iunit;
+ break;
+ } else if (can_eventually_build_unit(pcity, iunit)) {
+ int cost = 0;
+
+ if (itech != B_LAST && get_invention(pplayer, itech) == TECH_UNKNOWN) {
+ /* See if we want to invent this. */
+ cost = total_bulbs_required_for_goal(pplayer, itech);
+ }
+ if (iimpr != B_LAST && get_invention(pplayer, iimprtech)) {
+ int imprcost = total_bulbs_required_for_goal(pplayer, iimprtech);
+
+ if (imprcost < cost || cost == 0) {
+ /* If we already have the primary tech (cost==0), or the building's
+ * tech is cheaper, go for the building's required tech. */
+ itech = iimprtech; /* get this first */
+ }
+ cost += total_bulbs_required_for_goal(pplayer, itech);
+ }
+
+ if (cost < best_cost) {
+ best_tech = itech;
+ best_cost = cost;
+ best_unit = iunit;
}
}
}
- return U_LAST;
+ if (best_tech != A_NONE) {
+ /* Crank up chosen tech want */
+ if (build_unit != U_LAST) {
+ /* We already have a role unit of this kind */
+ want /= 2;
+ }
+ pplayer->ai.tech_want[best_tech] += want;
+ TECH_LOG(LOG_DEBUG, pplayer, best_tech, "+ %d for %s by role",
+ want, unit_name(best_unit));
+ }
+ return build_unit;
}
/**************************************************************************
Index: ai/advmilitary.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/advmilitary.c,v
retrieving revision 1.184
diff -u -r1.184 advmilitary.c
--- ai/advmilitary.c 22 Jan 2005 19:45:38 -0000 1.184
+++ ai/advmilitary.c 22 Jan 2005 21:29:38 -0000
@@ -663,7 +663,6 @@
unsigned int danger, struct ai_choice
*choice)
{
bool walls = city_got_citywalls(pcity);
- bool shore = is_ocean_near_tile(pcity->tile);
/* Technologies we would like to have. */
int tech_desire[U_LAST];
/* Our favourite unit. */
@@ -674,13 +673,15 @@
simple_ai_unit_type_iterate (unit_type) {
int move_type = unit_types[unit_type].move_type;
-
- /* How many technologies away it is? */
- int tech_dist = num_unknown_techs_for_goal(pplayer,
- unit_types[unit_type].tech_requirement);
+ int desire; /* How much we want the unit? */
- /* How much we want the unit? */
- int desire = ai_unit_defence_desirability(unit_type);
+ /* Only consider proper defenders - otherwise waste CPU and
+ * bump tech want needlessly. */
+ if (!unit_has_role(unit_type, L_DEFEND_GOOD)) {
+ continue;
+ }
+
+ desire = ai_unit_defence_desirability(unit_type);
if (unit_type_flag(unit_type, F_FIELDUNIT)) {
/* Causes unhappiness even when in defense, so not a good
@@ -707,9 +708,7 @@
best = desire;
best_unit_type = unit_type;
}
-
- } else if (tech_dist > 0 && (shore || move_type == LAND_MOVING)
- && unit_types[unit_type].tech_requirement != A_LAST) {
+ } else if (can_eventually_build_unit(pcity, unit_type)) {
/* We first need to develop the tech required by the unit... */
/* Cost (shield equivalent) of gaining these techs. */
- [freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code, Gregory Berkolaiko, 2005/01/03
- [freeciv-ai] (PR#11777) Cleanup of AI tech code, Benoit Hudson, 2005/01/03
- [freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code, Per I. Mathisen, 2005/01/06
- [freeciv-ai] (PR#11777) Cleanup of AI tech code, Mateusz Stefek, 2005/01/07
- [freeciv-ai] Re: (PR#11777) Cleanup of AI tech code, Per I. Mathisen, 2005/01/07
- [freeciv-ai] (PR#11777) Cleanup of AI tech code, Mateusz Stefek, 2005/01/07
- [freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code, Gregory Berkolaiko, 2005/01/09
- [freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code, Per I. Mathisen, 2005/01/22
- [freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code,
Per I. Mathisen <=
- [freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code, Per I. Mathisen, 2005/01/22
- [freeciv-ai] Re: [Freeciv-Dev] (PR#11777) Cleanup of AI tech code, Gregory Berkolaiko, 2005/01/23
- [freeciv-ai] (PR#11777) Cleanup of AI tech code, Gregory Berkolaiko, 2005/01/23
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