[Freeciv-Dev] Re: find_the_shortest_path()
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--- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
> On Tue, Sep 18, 2001 at 11:02:53AM +0100, Gregory Berkolaiko wrote:
[..]
> > For flexibility reasons.
>
> Why? This is needed/used? Besides the basic move cost there are other
> measures to choose between paths: distance to enemy and uncovered
> terrain comes to mind. Is this flexibility used for this?
It is needed and it is used in do_unit_goto / find_a_direction
But it all can be improved, e.g. you can recalculate path if you uncover
(change) in the territory or an enemy unit...
> > no, both comments are correct. the algorithm will mark two equivalent
> > pahts unless the last step of the second path has movecost 0.
>
> There have to be comments on this.
sure
G.
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- [Freeciv-Dev] Re: find_the_shortest_path(), (continued)
- [Freeciv-Dev] Re: find_the_shortest_path(), Raahul Kumar, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Raimar Falke, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Reinier Post, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Raimar Falke, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Paul Zastoupil, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Greg Wooledge, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Ross W. Wetmore, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Raimar Falke, 2001/09/19
[Freeciv-Dev] Re: find_the_shortest_path(), Gregory Berkolaiko, 2001/09/18
[Freeciv-Dev] Re: find_the_shortest_path(), Gregory Berkolaiko, 2001/09/18
[Freeciv-Dev] Re: find_the_shortest_path(), Jason Dorje Short, 2001/09/18
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