[Freeciv-Dev] Re: The missing patch
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>> For ai cross-country-rail
>> + /* if we don't want to build a city,
>> + * build the railroad
>> + */
>
>> + if (pplayer->ai.control && best_act != ACTIVITY_UNKNOWN)
>
>What do you think about:
>
> if (pplayer->ai.control && unit_flag(punit, F_SETTLERS) && best_act ==
>ACTIVITY_IDLE && gx==-1 and gy==-1)
why should I check if *punit is settler?
I have no evaluation method to check value of building railroad-system,
because of it code:
+ if (pplayer->ai.control && best_act != ACTIVITY_UNKNOWN)
+ { if (cross_country_rail(punit,pplayer)) return;}
is placed after building a city, but before squares improvement.
Any suggestions?
I don't know how to evaluate this.
>Can the condition may also put here?
>
> } else {
> /* This line makes non-AI autosettlers go off auto when they run
> out of squares to improve. I would like keep them on, prepared for
> future pollution and warming, but there wasn't consensus to do so.
>*/
- punit->ai.control=0;
+ if (!pplayer->ai.control || !cross_country_rail(punit,pplayer))
+ punit->ai.control=0;
> }
YES. tnx
Question to all of You:
What do you think about letting non-AI autosettlers build the railway-system
I prefer doing it with my own hand.
I've attached new (a bit better) patch against 11.XI CVS
----
sorry for my enlish
mateusz stefek
crosscountry.diff
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