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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: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 26 Sep 2001 13:19:59 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Wed, Sep 26, 2001 at 06:39:54AM -0400, Greg Wooledge wrote:
> 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.)

Now this is a truly new aspect of this discussion. I like this
view. However this has nothing to do with the current problem:
straightest_dir is used only with the connecting feature of the
settler. But this is a nice idea for the general goto.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "- Amiga Y2K fixes (a bit late, wouldn't you say?)"
    -- Linus Torvalds about linux 2.4.0 at 4 Jan 2001


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