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[Freeciv-Dev] Re: [Patch] CMA 1.0
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[Freeciv-Dev] Re: [Patch] CMA 1.0

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Patch] CMA 1.0
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Sat, 22 Sep 2001 05:53:40 -0700 (PDT)

 I've been reviewing your patches, both sma6.diff and
cma1_0 diff. The cma1_0 diff is clearly
missing a lot that was in your earlier patch. When is
the rest of code going to be submitted?

There is clearly a lot of server and client side
duplication of code. So are both going to be
kept or is the AI finally going to migrate only to the
client side?

After reading the below function:

static int can_use_specialist(struct city *pcity,
                              enum specialist_type specialist_type)
{
  if (specialist_type == SP_ELVIS)
    return 1;
  if (pcity->size >= 5)
    return 1;
  return 0;
}

and optimize_people

if (!can_use_specialist(pcity, SP_ELVIS)
          && extra_entertainers > 0)

Shouldn't it just be (if extra_entertainers > 0)
because it will always return one
if the specialist is an elvis.


The problem with the below function

apply_result_on_server

is the pointless conversion of the entire population
to entertainers before you
can convert them to what is needed. Why was this
necessary? 

There is a lack of examples of how to code agents. An
example with comments would be
helpful. Ten is far too few for max agents.

The function try_to_find_primary has the comment that
calculation of upkeeps is not exact.
Can you please explain, in great detail, exactly how
you are calculating upkeep?
Where is the code to handle diplomacy? Are you
planning to add this at all or do you want
contributions?

I am sorry for all the criticism. Now let me praise
the code. It's very well written. Above all it
has clarity. This is one small step for freeciv, but a
gigantic leap for the AI code.




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