[Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007)
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--- Raahul Kumar <raahul_da_man@xxxxxxxxx> wrote: >
> --- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
>
> > this is correct thinking.
> > it should be done (as part of palyer_ai struct, for example)
> > the only thing is that if not allowed to see under fog, AI will play
> even
> > weaker...
> > but this is a completely different project and if you want to do it I
> > will give you all possible assistance (like checking and testing and
> > discussing).
> >
>
> Not a chance! It's far too much work, of the most boring kind, tracking
> down various places in the warmap where the AI ignores fog-of-war. I am
True, true. But, if done step by step, it can be more interesting ;)
1. introduce the variable ai_sees_all
2. then people who are changing goto code (like me) can add the
corresponding checks.
> currently on another project though where I could use some help. It's
> to do with movement code, I'm going to replace movecosts of 3 with 30.
> Same for all other movement costs, multiply by 10.
Oh, you are going to run into all sorts of trouble ;)
But presumably you want to make it possible for railroad to take 1/10 of
a move point. A worthy cause I must say.
> > this is not generating, it's cleaning up before generating.
> > it should not be neccessary, if for some reason it causes weird
> > behaviour, it is a bug. I remember checking it by comparing
> savegames
> > for autogames, they were identical.
> >
>
> No I am not disagreeing with the change. I was just wondering why it
> was there
> in the first place.
Something historical I presume. Goes back beyond 1.7.2
In these times people believed in variable names like a,b,c,d...
> Nicely done. One small step for the AI, a giant leap for the warmap
> code.
If warmap code leaps further than others it's because it is standing on
the shoulders of giants.
> - if (warmap.warunit == punit && !warmap.cost[punit->x][punit->y])
> + /* If the previous warmap was for the same unit and it's still
> + * correct (warmap.cost[x][y] == 0), reuse it. */
> + if (warmap.warunit == punit &&
> + (is_sailing_unit(punit) ? !warmap.seacost[punit->x][punit->y] :
> + !warmap.cost[punit->x][punit->y]))
> return;
>
> Air units are missing. So far this code only seems to deal with
> land and sea. I think that air units have no use for the city warmap.
> In fact, I'm not sure that sea units have much use for it either.
> The city warmap seems to be useful only for land units.
No warmaps for air units. It is extremely difficult to do warmap with
refueling points: if a fighter can reach a point (x,y) in 1st turn with 1
move left or in 2nd turn with 6 moves left, which one would you record
down in the warmap?
> if (ptile->special&S_ROAD) d[k] += 10; /* in case we change directions
> */
> if (ptile->special&S_RAILROAD) d[k] += 10; /* next turn, roads
> are nice
> */
>
> What do you think of instead
>
> if ((ptile->special&S_ROAD) || (ptile->special&S_RAILROAD)) d[k] +=
> 10;
I think it is good. But it is in find_a_direction....
Thanks for your time,
G.
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- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Gregory Berkolaiko, 2001/11/02
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raahul Kumar, 2001/11/03
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Gregory Berkolaiko, 2001/11/15
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raahul Kumar, 2001/11/15
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Gregory Berkolaiko, 2001/11/16
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raahul Kumar, 2001/11/16
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007),
Gregory Berkolaiko <=
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raahul Kumar, 2001/11/18
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Gregory Berkolaiko, 2001/11/18
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Ross W. Wetmore, 2001/11/19
- [Freeciv-Dev] Re: Safe paths for triremes etc. (PR#1007), Raahul Kumar, 2001/11/19
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