[Freeciv-Dev] Re: goto/autoattack rant...
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--- Reinier Post <rp@xxxxxxxxxx> wrote:
> On Mon, Jan 28, 2002 at 02:50:27PM -0500, Jonathan Claggett wrote:
>
> > I have a quick question about the current goto behavior. Is the route
> chosen
> > by the goto function plotted out in advance or does the goto function
> > re-evaluate the optimal route each round? In other words, is this a
> static
> > or dynamic function?
>
> It must be dynamic, because of changes in ZOC and terrain.
> Also there is no obvious way to preserve and reuse information between
> turns even when little has changed. At least I can't think of one.
Path is stored in the struct goto_route, see e.g.
http://www.freeciv.org/lxr/source/server/savegame.c?v=cvs#L987
This is reasonable once the path has been agreed with the human player.
AI route is very dynamic. Even the destination can change from turn to turn.
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- [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239), (continued)
- [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239), Per I. Mathisen, 2002/01/27
- [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239), Mike Kaufman, 2002/01/27
- [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239), Daniel L Speyer, 2002/01/27
- [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239), Gregory Berkolaiko, 2002/01/28
- [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239), Christian Knoke, 2002/01/28
- [Freeciv-Dev] goto/autoattack rant..., Per I. Mathisen, 2002/01/28
- [Freeciv-Dev] Re: goto/autoattack rant..., Christian Knoke, 2002/01/28
- [Freeciv-Dev] Re: goto/autoattack rant..., Jonathan Claggett, 2002/01/28
- [Freeciv-Dev] Re: goto/autoattack rant..., Christian Knoke, 2002/01/28
- [Freeciv-Dev] Re: goto/autoattack rant..., Reinier Post, 2002/01/29
- [Freeciv-Dev] Re: goto/autoattack rant...,
Gregory Berkolaiko <=
- [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239), Gregory Berkolaiko, 2002/01/24
- [Freeciv-Dev] Re: Goto avoids empty enemy city (PR#1239), Ross W. Wetmore, 2002/01/30
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