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[Freeciv-Dev] Re: can_player_build_air_units_at_all
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[Freeciv-Dev] Re: can_player_build_air_units_at_all

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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: can_player_build_air_units_at_all
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 28 Feb 2002 21:16:47 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, Feb 28, 2002 at 05:50:51PM +0000, Gregory Berkolaiko wrote:
> Hi,
> 
> My air units AI seems to be working now (minor problems left to fix), but 
> I need the above function so I can skip all air calculations if they are 
> unnecessary.  I need your advice here.
> As I see it there are several possibilities:
> 1. The ugly kludge I use: 
> player_knows_improvement_tech(pplayer, B_AIRPORT)
> 2. Even worse: hardcoded check for technology with name Flight...
> 3. New variable in game.rtech
> 4. New technology flag: "Flying"

In update_research:
 pplayer->ai.player_can_build_air_units = FALSE
 for all unit types:
   if can build unit type and unit type is air unit:
     pplayer->ai.player_can_build_air_units = TRUE

> Probably the best solution would involve a mix of 3 and 4.  Please help me 
> out here, I am not very experienced with all these 
> flags/ruleset parsing/generalised techs things :((

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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