[Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007)
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
--- "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx> wrote:
> Actually I think Gregory had it right and if one followed your comments
> it is liable to confuse the situation far more in the future.
>
You many not be aware of this, but I have improved the readibility of the code
dealing with movement costs quite a bit. Prior to my patch introducing
RAILROAD_MOVE_COST, SINGLE_MOVE_COST etc the code was very hard to understand.
You have hardly explained why the it will confuse the situation in the future.
> Think of it this way:
>
> 1) There is a move_cost associated with a move, in this case SINGLE_MOVE.
>
> 2) You need to compute the cost to move there (i.e. to attack) but you
> are not allowed to move there, or through there to another tile.
>
> The convention in the warmap generation is that move_costs are always
> positive, and if you get a negative one it means something special,
> i.e. case 2 above. There are only a very few special case interactions
> like this in warmap generation. Learn them, don't come up with ways to
> hide them.
>
Quite wrong. Can I introduce you to SEA_MOVE_COST? I don't see how your
comments don't apply equally well to SEA_MOVE_COST. It's impossible to believe
someone fails to understand my quite simple point, so I'll repeat it in the
hope it will sink in. By returning a - SINGLE_MOVE_COST the reader of the code
will believe there is a relationship between SINGLE_MOVE_COST and a negative
version. That is bad! It does not matter if you return a -5, a -6 or whatever.
That point is not
made clear anywhere.
Greg also had this identical problem quoting from an earlier email about
tile_move_cost_ai
The attached patch shows that you understood it correctly.
The meaning (my guess) of -3 was
1. Minus sign to distinguish from land moving
2. 3 == SINGLE_MOVE for sea units
However you and Raahul are right, property (2) is never used.
That property(2) is the entire reason I requested the change.
> This is NOT a special move, it is a regular move that invokes a warmap
> special convention.
>
> So you need to indicate clearly that it is a "negative" move_cost so
> people will understand.
>
> Cheers,
> RossW
> =====
>
> Aside: about city warmaps ... haven't a clue. But if I spot something
> I'll pass it on. If I guessed, it would be something to help them
> plan settler improvements, or rather building a settler to go do
> some improving, maybe building a trireme to transport a city
> founder, or building an attack unit to "find_something_to_kill()".
> It mmight even be used in estimating city_danger, i.e. how far
> away is an enemy. There are lots of comments about warmaps being
> munged, or created, as a side effect of previous operations in
> code in server/settler.c or ai/adv*.c
>
City warmaps are not currently used in find_something_to_kill or any of the
others you mentioned so far as I know. Please let us know if you figure it out.
> At 12:28 AM 01/10/17 -0700, Raahul Kumar wrote:
> >
> >--- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
> >> --- Raahul Kumar <raahul_da_man@xxxxxxxxx> wrote:
> >> > return -SINGLE_MOVE
> >> >
> >> > No, no,no. Bad Berkolaiko, Bad! Do not return a negative single move
> >> > cost, this
> >> > is part of the reason I used to believe there was a relation between
> >> > single
> >> > move cost and the sea move cost.
> >> >
> >> > return SEA_MOVE_COST would be better.
> >>
> >> well, this is similar to the use of SEA_MOVE_COST but in actual fact it
> >> is completely opposite. returning negative movecost is to signal that
> >> routes must not pass through the tile and, at the same time, provide the
> >> movecost
> >> for _ending_ the route here.
> >>
> >
> >The above should be a comment, and it is still a bad thing to return
> >-SINGLE_MOVE. Call it something like
> >
> >EVIL_TWIN_OF_SEA_MOVE_COST
> >
> >Of course, if you can think of a funnier variable name ...
>
>
__________________________________________________
Do You Yahoo!?
Make a great connection at Yahoo! Personals.
http://personals.yahoo.com
- [Freeciv-Dev] Safe paths for triremes etc. (PR#1007), Gregory Berkolaiko, 2001/10/12
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raimar Falke, 2001/10/15
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raahul Kumar, 2001/10/16
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Gregory Berkolaiko, 2001/10/16
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raahul Kumar, 2001/10/17
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raimar Falke, 2001/10/17
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Ross W. Wetmore, 2001/10/19
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007),
Raahul Kumar <=
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Ross W. Wetmore, 2001/10/20
- [Freeciv-Dev] Last Email On this subject, Raahul Kumar, 2001/10/20
- [Freeciv-Dev] Re: Last Email On this subject, Ross W. Wetmore, 2001/10/21
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Gregory Berkolaiko, 2001/10/26
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raahul Kumar, 2001/10/26
[Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Gregory Berkolaiko, 2001/10/16
[Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Ross W. Wetmore, 2001/10/21
|
|