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[Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007)

[Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007)

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To: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>, "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007)
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Fri, 2 Nov 2001 22:29:24 -0800 (PST)

--- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
>  --- Raahul Kumar <raahul_da_man@xxxxxxxxx> wrote: > 
> > --- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
> [..]
> > > However I found a bug in my _dynamical_ warmap generation which might
> > > force me to abandon this particular convention.  The problem is that
> > a
> > > shore tile would never be returned although it's move_cost still
> > > computed.
> > > 
> > 
> > What are you going with instead of the current -3 convention? 
> My plan is to introduce a parameter warmap.sea_to_land which will be
> returned instead of -3.  The default value would be MAXCOST (thus
> forbidding such movement).  But if warmap is generated for , say, a
> transport carrying engineer to build a new city, the cost would be
> However the user would have to insure that he doesn't process a land
> tile.

Yuck. Let's not do that. 

> Another way is to always return SINGLE_MOVE and to amend
> warmap_process_tile to check for the sanity of the proposed tile.

You can do that, but that complicates the algorith even more.
> However the best way would be to split move_cost into sea and land costs
> and set land-to-anything sea_move_cost to be MAXCOST, thus avoiding the
> need to check for sane tile...

Yes, I much prefer this approach. Is it possible to have a seperate warmap
for ships attacking coastal cities/units? Freeciv confuses the ideas of 
attacking and moving too much.

> Suggestions and constructive criticism are welcome.
> G.
> ____________________________________________________________
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