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[Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961)
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[Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961)

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To: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [Patch] Exploring triremes getting lost (PR#961)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 17 Sep 2001 18:32:20 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Mon, Sep 17, 2001 at 05:12:49PM +0100, Gregory Berkolaiko wrote:
>  --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote: 
> [..]
> > 
> > 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).
> 
> I thought about it.  Then the checks for F_TRIREME would be scattered all
> over the code, whenever a do_unit_goto is called.  that is not good.
> 
> anyway I don't know how to properly check the path for
> trireme-compliance...

I said "an ideal solution". Mhh nevertheless a new exploring agent is
on my todo list. A working (for land units and sea units) agent for
goto planning already exists. And it is not a mess like the current
code. So I have hope for the future.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Programming today is a race between software engineers striving to
  build bigger and better idiot-proof programs, and the Universe trying
  to produce bigger and better idiots. So far, the Universe is winning."
    -- Rich Cook


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