[Freeciv-Dev] Re: find_the_shortest_path()
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On Tue, Sep 18, 2001 at 02:34:38PM +0200, Raimar Falke wrote:
> > There seems to be a simple solution to this problem.
> > Introduce a cost for railroad movement !!!!
>
> Yes and no. This all depends on how you define cost. It is ok if I can
> define the cost (for the path finding algorithm) as as
> (normal_move_cost, rail_road_steps_taken).
Yes, you want an arbitrary number of railroad steps to cost less than
any other move cost, so it is really an infinitesimal number.
> It is also possible to
> include other things like distance from enemy or discovered tiles in
> the cost.
The problem with that is it isn't part of the game rules,
but of a way of playing.
> Raimar
--
Reinier
- [Freeciv-Dev] find_the_shortest_path(), Jason Dorje Short, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Raimar Falke, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Jason Dorje Short, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Raimar Falke, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Jason Dorje Short, 2001/09/18
- [Freeciv-Dev] Re: find_the_shortest_path(), Raimar Falke, 2001/09/18
- [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 <=
- [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
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