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[Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239)
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[Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239)

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To: Mike Kaufman <mkaufman@xxxxxxxxxxxxxx>, "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239)
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Mon, 28 Jan 2002 17:53:20 +0000 (GMT)

 --- Mike Kaufman <mkaufman@xxxxxxxxxxxxxx> wrote: 
> On Sun, Jan 27, 2002 at 03:58:29PM +0100, Per I. Mathisen wrote:
> > On Sun, 27 Jan 2002, Raimar Falke wrote:
> > > On Thu, Jan 24, 2002 at 10:15:55AM +0100, Reinier Post wrote:
> > > > On Wed, Jan 23, 2002 at 10:06:26PM +0100, Christian Knoke wrote:
> > > >
> > > > > Maybe, but I don't think so. Goto is a command to find the
> shortest
> > > > > way, not to protect the user from him/herself. When I have two
> empty
> > > > > enemy cities in reach I know for sure what to do.
> > > >
> > > > Debatable.
> > >
> > > Ack. The solution would be to offer more choice to the user. Either
> > > be
> > > let him define some parameters or by offering two or more
> > > predefined
> > > goto styles.
> > 
> > If goto encounters something which is dangerous or exploitable (like
> > an
> > undefended enemy city), shouldn't it stop and return control to the
> > player? What could possibly give the user more choice than that.
> 
> good idea. someone supply a patch...

The situation we are now considering involves an empty city that the
player knows of.  So there is no need to return control to the player --
the situation has not changed since the player had given up his control. 
If the player wants the unit to conquer the city, let him issue the
appropriate goto command.

If a unit on goto bumps into something dangerous or alien (like an empty
enemy city) that has not been seen before, it will stop, I believe (but I
am not 100% sure).

But in general, determining if a unit discovered something "exploitable"
is a subtle issue and should be separated into an agent-type module.

G.

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