[Freeciv-Dev] Re: can_player_build_air_units_at_all
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On Thu, 28 Feb 2002, Raimar Falke wrote:
> 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
Aye, but what should trigger changing ai.player_can_build_air_units from
FALSE to TRUE? Discovery of Flight?
Discovery of the first technology to enable flying units is an ugly
criterium as it would involve unit_iterate every time a discovery is made
(although this is how help text functions).
I would prefer a special flag, but it would assume certain ruleset
self-consistency...
G.
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