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[Freeciv-Dev] Re: eastern/western edge of the world

[Freeciv-Dev] Re: eastern/western edge of the world

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To: freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: eastern/western edge of the world
From: David Koronczay <fu@xxxxxxxxxxxx>
Date: Sat, 10 Nov 2001 13:02:06 +0100 (CET)

On Wed, 7 Nov 2001, Daniel L Speyer wrote:

> > >  Could it be implemented that some map could have edges on the eastern &
> > > western end of them that you can't cross, just like the southern/northern
> > > end? It would be useful for scenarios smaller than the whole earth.
> > > So you couldn't reach Ireland by sailing eastward from Britain or
> > > reach Spain by going east from Turkey.
> >
> A lot of traffic's been devoted to topology, but this might be better
> implemented as a terrain type (infinite void -- 0,0,0 -- no units can move
> onto it).  That would allow for very interesting shapes, all within the
> existing topology.  
> It would be especially easy to just run a verticle bar at the edge of the
> world, but you could almost as easily cut off vast stretches of ocean or
> irrelevant land.

 That's an interesting idea :-). Let me have some comments though.
 This way, distances would be still counted wrong, between two
cities on opposite sides of that bar. (and between all cities
further away than half of the width of the map).
Maybe the movement guessing code overcomes that because of
the properties of those special tiles, but you would
have to change the code for counting distances for trade routes.
 Though i haven't checked the code, i don't see why
isn't making the eastern-western edges uncrossable as easy
as making the northern & southern edges uncrossable?
Actually one could think making the edges crossable was the
_harder_ task. (well, still not very hard, i suppose)
Now that code exist for both, why can't a map have two
bits of information indicating if they are wrapping
east-west and north-south (the latter just for fun)?
It very clearly distinguishes maps of a whole globe
and smaller maps.


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