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[Freeciv-Dev] Re: directional system: more magic code cleanups
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[Freeciv-Dev] Re: directional system: more magic code cleanups

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: directional system: more magic code cleanups
From: Greg Wooledge <greg@xxxxxxxxxxxx>
Date: Wed, 26 Sep 2001 06:39:54 -0400

Raimar Falke (hawk@xxxxxxxxxxxxxxxxxxxxxxx) wrote:
> On Wed, Sep 26, 2001 at 12:36:19AM -0400, Ross W. Wetmore wrote:

> >  0 1 . . . . . .
> >  . . 2 3 . . . .
> >  . . . . 4 5 . .
> >  . . . . . . 6 7

Consider fog of war.

0 1 x x x . . .
x x 2 3 x x x .
. x x x 4 5 x x
. . . x x x 6 7

A unit (vision radius 1) moving along the numbers leaves 8 tiles unseen
(of course, there are presumably more tiles outside this grid, but I'll
just use these 32 tiles for convenience).

0 x x x x . . .
x 1 2 3 x x x .
x x x x 4 5 x x
. . . x x x 6 7

This one leaves 7 tiles unseen.  And in fact, if 5-6 is east and 6-7 is
southeast, then you could leave just 6 tiles unseen.

Now consider this one:

0 x x . x x x .
x 1 x x x 5 x x
x x 2 x 4 x 6 x
. x x 3 x x x 7

I submit that as the "best" solution for moving units in Freeciv with
fog of war turned on.

:-)

(More importantly, if you're moving multiple units from A to B, then
each one should follow a different path!  But the key is to always move
diagonally whenever possible.  Roguelike players also know this.)

-- 
Greg Wooledge                  |   "Truth belongs to everybody."
greg@xxxxxxxxxxxx              |    - The Red Hot Chili Peppers
http://wooledge.org/~greg/     |

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