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[Freeciv-Dev] Re: Preparations for other AIs and humans
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[Freeciv-Dev] Re: Preparations for other AIs and humans

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To: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Preparations for other AIs and humans
From: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Date: Sat, 13 Jan 2001 08:09:05 -0500

At 2001/01/12 08:41 , Thue wrote:
>On Friday 12 January 2001 13:00, Raimar Falke wrote:
>> Also some kind of basic city management which can be told
>> to "maximize for trade" would be nice. This can also be extended into
>> "manage the city so that the city grows in the same turn as the
>> production is finished you can use up to 30 credits to buy
>> production". Together with worklists would this reduce micromanagement
>> a big way. There exists some code about this topic in
>> server/cityturn.c:auto_arrange_workers.
>>
>> IMHO all these things are semantically on top of the basic server
>> functions. So I wouldn't bury these code parts deep into the
>> server. This only complicate the server's core.
>>
>> What do you think about this? Where would you put the code?
>
>Client all the way. Then
>1) We don't have to worry about cheating. (half reason for goto in client)
>2) You can change what you want in your own AI without changing the server.
>3) Interaction between the various AI component would be easier if they were 
>all in the client.

But, as with the worklist, I want my automation to continue even if my
client gets disconnected.  Also, again as with worklists, saving state
becomes a problem if it isn't all on the server.

jjm




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