Re: [Freeciv-Dev] PATCH: AI governments + PATCH hell level
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> On Wed, Jul 07, 1999 at 06:10:40PM +0000, Nicolas Brunel wrote:
> > + if (strcmp(pplayer->name,"old000")>0 &&
> > strcmp(pplayer->name,"old999")<0)
> > + ai_eval_buildings_old(pcity);
> > + else
> > + ai_eval_buildings(pcity);
> >
> > Now, one knows what name to use to have pre-rizo AIs vs rizo AIs.
>
> Wouldn't it be natural to use the ai levels for this purpose?
Yes !
Attached is a patch with Rizo patch in it updated to latest cvs +
a new level hell (I like 4 letters commands). Hell is gamelevel 9.
I add new command CMD_HELL for the server. Use 'hell' level exactly as you
use 'easy','normal' and 'hard' level before.
Here some comments and some changes I have done to Rizo patch :
--- In aihand.c
put player.h respecting alphabetic order.
I don't like the fc_malloc in ai_hand.
Why don't you C mechanism
...
{ struct city tmpcity;
...
}
When you write *tmpcity=*pcity, what does It do with
int ppl_happy[5], ppl_content[5], ppl_unhappy[5];
Does it really copy the array or only int * ?
Use pplayer->ai.skill_level instead of player name.
--- In advdomestic.c
Remplace 2 if (0) freelog by freelog
Put int railroad_trade(struct city *pcity) ROAD->RAILROAD
--- In advdomestic.h
Declare the function ai_eval_buildings_old(pcity); to have no implicit
declarations.
--- In aicity.c
Use pplayer->ai.skill_level instead of player name.
Ps
I did a grep skill_level in the ai directory and ... found nothing !
democracy.diff.gz
Description: democracy.diff.gz
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