[Freeciv-Dev] Re: The "New" Map/Warmap
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Fri, Jan 04, 2002 at 11:33:32AM -0600, Chris Richards wrote:
> Howdy.
>
> Who is working on the replacement for the map/warmap code? What are
> the expected changes?
>
> I think it would be wise to not limit the functionality to land-based
> pathing and land-based resources and land-based cities. Expanding
> your civilization into the ocean is a viable alternative.
>
> Obviously it won't be limited to land-based pathing because you have
> to handle boats. What I mean, to be more precise, is the ability to
> treat any square as any movement value based on a tile flag. In this
> way, some units can use certain improved water squares as underwater
> bridges (like the Chunnel), or high-speed (under-)water lanes for
> future-tech units.
>
> Allowing underwater coastal, sea, and ocean tiles to have resources,
> terrains, ... will further enable underwater cities. Perhaps the
> condition on a city is it must be in an ocean square.
>
> Granted, a bit of other code would have to be changed to support this,
> but the map/warmap calculations is where we should start.
The central point of the pathfinding is a method
calc_move_cost_for_step(unit, source, step_dir) (currently there is no
such method in gotohand.c; but there should be). It should be easy to
change this method to use different movement types based on the tile
and the unit flags.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
Microsoft does have a year 2000 problem. I'm part of it. I'm running Linux.
|
|