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[Freeciv-Dev] Re: [Patch] Cleanup of tile_move_cost_ai
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[Freeciv-Dev] Re: [Patch] Cleanup of tile_move_cost_ai

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To: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [Patch] Cleanup of tile_move_cost_ai
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Mon, 8 Oct 2001 15:04:05 +0100 (BST)

 --- Raahul Kumar <raahul_da_man@xxxxxxxxx> wrote: > 
> --- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
> 
> My guess is that -3 was meant to indicate moving to/from a costal city.
> I
> failed to see the need, wasn't it just as easy to check if a city
> exists at
> (x,y) co-ords?

-3 is for sea <-> sea and sea <-> city movements

> > the following:
> > separate move_cost into sea_move_cost and land_move_cost with the
> > following properties:
> > 
> > land_move_cost is 
> > 1. the same as move_cost between two land tiles,
> > 2. MAXCOST between two ocean tiles and land -> sea
> Is that the current behaviour? I'm not sure it costs MAXCOST for a
> marine to
> disembark, can someone confirm?

there is no current behaviour as such because there is no division into
sea and land_move_cost.  But right now move_cost for between ocean tiles
is -3 and sea <-> land is a local equivalent of MAXCOST unless there is a
city on this land.  However in such mixed cases there are explicit checks
and move_cost is not used directly.

It's all pretty involved and complicated, having ready-to-eat move_costs
would be so much easier and faster...

G.

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