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[Freeciv-Dev] Re: find_the_shortest_path()
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[Freeciv-Dev] Re: find_the_shortest_path()

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To: Reinier Post <rp@xxxxxxxxxx>
Cc: Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: find_the_shortest_path()
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 18 Sep 2001 20:01:12 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Tue, Sep 18, 2001 at 07:54:45PM +0200, Reinier Post wrote:
> 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.

This has nothing to do with game rules. You (the player or an ai)
decides which steps you take to reach a certain position.

        Raimar

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 email: rf13@xxxxxxxxxxxxxxxxx
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