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[Freeciv-Dev] Re: The "New" Map/Warmap
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[Freeciv-Dev] Re: The "New" Map/Warmap

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To: Chris Richards <chrisr@xxxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: The "New" Map/Warmap
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 5 Jan 2002 20:08:44 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

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.


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