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[Freeciv-Dev] Re: patch: make ai understand peace and alliances (PR#1277
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[Freeciv-Dev] Re: patch: make ai understand peace and alliances (PR#1277

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To: Petr Baudis <pasky@xxxxxxxxxxx>
Cc: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: patch: make ai understand peace and alliances (PR#1277)
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Mon, 25 Feb 2002 05:41:16 -0800 (PST)

--- Petr Baudis <pasky@xxxxxxxxxxx> wrote:
> Dear diary, on Mon, Feb 25, 2002 at 02:19:12PM CET, I got a letter,
> where Raahul Kumar <raahul_da_man@xxxxxxxxx> told me, that...
> > > > > diff -u3NrX freeciv/diff_ignore freeciv/ai-old/aiunit.c
> > > freeciv/ai/aiunit.c
> > > > > --- freeciv/ai-old/aiunit.c   Sun Feb 24 01:00:21 2002
> > > > > +++ freeciv/ai/aiunit.c       Sun Feb 24 19:38:18 2002
> > > > > @@ -1396,8 +1396,7 @@
> > > > >  
> > > > >  /* this is horrible, but I need to do something like this somewhere.
> --
> > > > > Syela */
> > > > >    players_iterate(aplayer) {
> > > > > -    if (aplayer == pplayer) continue;
> > > > > -    /* AI will try to conquer only enemy cities. -- Nb */
> > > > 
> > > > Petr is right about the comment still being right. What does the AI do
> > > > when it runs out of enemies?
> > > 
> > > It wins.
> > 
> > No I mean if it KO's the human player, it should go on to stomp the other
> > AI's. World Domination.
> 
> AI has no particular dislikes of human player - is player as all others are.
> Did you ever hear about autogames? ;p
> 
> > > > > +    if (!pplayers_at_war(pplayer,aplayer)) continue;
> > > > >      city_list_iterate(aplayer->cities, acity)
> > > > >        city_reinforcements_cost_and_value(acity, punit);
> > > > >        acity->ai.invasion = 0;
> > > > > @@ -1755,7 +1761,7 @@
> > > > >  }
> > > > >  
> > > > > 
> > >
> /*************************************************************************
> > > > > -...
> > > > > +  TODO: teach AI about trade routes with friendly players
> > > > > 
> > >
> **************************************************************************/
> > > > 
> > > > I believe you said this was done. Kill that todo.
> > > 
> > > When? Where? :)
> > > 
> > 
> > Per said it was done in the readme to his later patches. 
> > 
> > Date:  Mon, 25 Feb 2002 02:07:00 -0800 (PST)
> > From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx> 
> > To: freeciv-dev@xxxxxxxxxxx
> > Subject: [Freeciv-Dev] patch: make ai understand peace and alliances 2
> > (PR#1277)
> > CC: bugs@xxxxxxxxxxxxxxxxxxx
> > 
> > Changes:
> >  - the ai will now try to establish an embassy with you, even if you are
> > on friendly terms with it
> >  - the ai will attempt to establish trade routes with friendly players
> 
> It's not in this patch. I'll have a look at that one.
> 
> > Ah hah. By the way, for Per's info, the AI does establish trade routes.
> There
> > are crap routes though, the AI does not seem to check on city size at all
> when
> > establishing trade routes.I have never seen it establish a trade route with
> a
> > foreign civ.
> 
> It doesn't as is obvious from the code - and the TODO implies that as well.
> 

I've conquered AI cities with trade routes established. I never sent a caravan
there, and I click on trade routes and I see 3 of them used up. The TODO is
unreliable at best. 

> > > > >  static void ai_manage_caravan(struct player *pplayer, struct unit
> > > *punit)
> > > > >  {
> > > > > @@ -1820,7 +1826,6 @@
> > > > >  When empty, it tries to find some units to carry or goes home or
> > > explores.
> > > > >  Military units handled by ai_manage_military()
> > > > > 
> > >
> **************************************************************************/
> > > > > -
> > > > >  static void ai_manage_ferryboat(struct player *pplayer, struct unit
> > > *punit)
> > > > >  { /* It's about 12 feet square and has a capacity of almost 1000
> pounds.
> > > > >       It is well constructed of teak, and looks seaworthy. */
> > > > 
> > > > That comment is ridiculous. Kill it.
> > > 
> > > Don't!
> > 
> > Why?
> 
> Why yes? It's kinda funny and no particular reason why to remove it; the code
> has to be a little funny in onder to revive programmer lost in the wilderness
> of Syela's code.
> 
> -- 
> 
>                               Petr "Pasky" Baudis
> 
> * elinks maintainer                * IPv6 guy (XS26 co-coordinator)
> * IRCnet operator                  * FreeCiv AI hacker
> .
> No one can feel as helpless as the owner of a sick goldfish.
> .
> Public PGP key && geekcode && homepage: http://pasky.ji.cz/~pasky/
> 


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