[Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961)
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On Mon, Sep 17, 2001 at 03:09:31PM +0100, Gregory Berkolaiko wrote:
> --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
> > On Mon, Sep 17, 2001 at 11:41:57AM +0100, Gregory Berkolaiko wrote:
> > > Before going into the discussion of code, a general question:
> > > what do you think AI should do if it's exploring trireme ventures
> > into
> > > the open sea and realises that it does not have enough movepoints to
> > > reach the destination?
> >
> > I have no idea how auto-explore currently work. What do you mean with
> > destination? IMHO this case can and should be avoided. Either the
> > trireme has to ensure that if it goes through knonw terrain it will
> > arrive at a safe place at the end of turn OR it can ensure that after
> > a step into unknown terrain it has enough moves left to reach a safe
> > position.
>
> Exploring trireme (and other units) work as follows:
> 1. Looks for huts
> 2. Looks if it can uncover unknown within one step
> if yes -> do this step -> 2.
> 3. Look for nearest spot where it can uncover stuff
> -> go there -> go to 1.
>
> Without patch:
> in step 3 trireme chooses any location and goes there. usually dies.
>
> With patch:
> in step 3 trireme chooses location X adjacent to land,
> attempts to go there along the land, if it is not possible, tries to go
> into the sea, if X is too far away then it
> -- exits the explorer mode if human controlled. at this point it has
> enough moves to come back to land safely
> -- ???? if ai-controlled.
>
> So I am asking for your opinions concerning "????" part.
> Coming back to land is a rather complex solution and will produce
> infinite loops (can you tell ai to stop exploring?)
>
> In general, it is very hard to judge apriori whether trireme will be able
> to reach X safely, or it is too far away. In my tests this problem
> happens rarely: my two triremes explored good half of the world before it
> run out of safe things to see.
IMHO an ideal solution would be to have a new GOTO_MOVE_TRIEME
goto_move_restriction.Then it could be checked in the
whole_map_iterate(x1, y1) of part 3 of ai_manage_explorer if there is
a valid path to (x1, y1).
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Just because you put a flag on the moon doesn't make it yours, it just
puts a hole in the moon."
- [Freeciv-Dev] [Patch] Exploring triremes getting lost (PR#961), Gregory Berkolaiko, 2001/09/16
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Raimar Falke, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Gregory Berkolaiko, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Raimar Falke, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Gregory Berkolaiko, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961),
Raimar Falke <=
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Gregory Berkolaiko, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Niels Weber, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Raimar Falke, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Gregory Berkolaiko, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Raimar Falke, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Gregory Berkolaiko, 2001/09/17
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Raimar Falke, 2001/09/18
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Gregory Berkolaiko, 2001/09/18
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Raimar Falke, 2001/09/18
- [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961), Gregory Berkolaiko, 2001/09/18
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