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

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To: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>, Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>, "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: Thu, 15 Nov 2001 17:38:53 -0800 (PST)

--- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
 if (punit) {
+    /* Checking for warmap in existence.  
+     * If the previous warmap was for a city and our unit is 
+     * in that city, use city's warmap.
+     * That sounds quite wrong given that there are different 
+     * types of units and only one way to generate city's warmap. */
     if (pcity && pcity == warmap.warcity)

the above line can't be right. Probably should be just

if (pcity == warmap.warcity)

Name suggestions for 

else c = SINGLE_MOVE;

c should be perhaps current_move_cost?

For the below AI cheat

if (pplayer->ai.control) return 1;
+      square_iterate(x1, y1, 1, x2, y2) {


Maybe a server option for setting whether the AI respects fog of war?

if (punit) {
     if (is_sailing_unit(punit)) {
-      init_warmap(punit->x, punit->y, LAND_MOVING);
       really_generate_warmap(pcity, punit, SEA_MOVING);
     } else {
-      init_warmap(punit->x, punit->y, SEA_MOVING);
       really_generate_warmap(pcity, punit, LAND_MOVING);
     }

Is the above really true? Why the hell did we originally generate a land moving
warmap for a sea unit?


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