[Freeciv-Dev] Re: can_player_build_air_units_at_all
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On Fri, Mar 01, 2002 at 03:28:59PM +0000, Gregory Berkolaiko wrote:
> 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).
This may not be the fastest solution but a robust one.
> I would prefer a special flag, but it would assume certain ruleset
> self-consistency...
I may also add a flag to a tech for this.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"If at first you don't succeed... well so much for skydiving."
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