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[Freeciv-Dev] Re: Cleaning up gotohand.c (PR#1068)
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[Freeciv-Dev] Re: Cleaning up gotohand.c (PR#1068)

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Cleaning up gotohand.c (PR#1068)
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Mon, 3 Dec 2001 16:54:08 +0000 (GMT)

 --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote: 
> On Mon, Dec 03, 2001 at 02:26:55PM +0000, Gregory Berkolaiko wrote:
> > 
> > I am sorry if I did not make myself clear.
> 
> > The function works as follows:
> > 1. It finds the distances from the city to surrounding tiles by land
> > and by sea.
> > 2. It looks for the enemy units within certain distance and estimates
> > how much they endanger the city.
> > 
> > So in general you have one city and many enemies around.
> 
> Such a description should be in the code!

I am glad you like this "novel" :)

> > Are you actually proposing to generate a separate warmap for every
> > unit that is near the city?  I do not think it is very clever.
> 
> AFAIK for being accurate such an extra work is needed. What properties
> does the current code take into account? Move rate, move type and
> F_IGTER are considered. What about fuel, F_IGZOC, F_TRIREME and
> F_NO_LAND_ATTACK?

Being accurate in this situation is:
1. Slow
2. Completely unnecessary

> If we leave the accuracy constant we have the option to generate two
> warmaps: one for land and one for sea (based on the city). This will
> AFAIK (please correct me) require not much extra time. What do you
> think about this?

So you propose:
1. Generate city land warmap, evaluate all land enemy units
2. Generate city sea warmap, evaluate all marine enemy units
?

This will take exactly the same amount of time.
There will be problems like "what if this howitzer over there takes a
boat?", but it is not fatal.  But the amount of work needed to make such
separation and the resultant patch would be huge.

G.

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