[Freeciv-Dev] Re: patch 4: ai passive diplomacy + alliances fixes + new
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--- "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx> wrote:
> On Fri, 1 Mar 2002, Raahul Kumar wrote:
> > I'd like to see a version of your ai difficulty patch that does not really
> on
> > your diplomacy patch.
>
> Eh, but it becomes meaningless if the AI doesn't know about alliances! All
> the patch does is ally up the AIs. Anyway, I think the difficulties patch
> becomes largely superceded by the teams patch, so don't want it in cvs.
>
OK, send in the teams patch instead. I just thought getting rid of meaningless
1-8 levels of difficulty was best, since most players just use easy or hard.
> > I also don't know why you still use difficulty levels
> > 3,5,7,8 instead of 1,2,3,4.
>
> I wanted to change as little as possible. I make enough bugs as is ;)
<snip>
> > Explain what is happening here.
>
> You are to break off the current iteration if you are looking for enemies,
> and the player currently considered is not an enemy. The code I made is
> functionally identical to the code removed, because pplay will never be
> NULL, which is the only case where the new test is not identical to the
> old.
>
What did the old code do when pplay was null?
<snip>
> No, we skip enemy players from the iteration loop that considers
> possible trade routes here. Enemy players are not considered.
Doh.
> > > - if (pcity && (city_owner(pcity) != owner)
> > > + if (pcity && (!pplayers_allied(city_owner(pcity), owner))
> > > && city_got_building(pcity, B_SDI)) return pcity;
> >
> > Why does the SDI improv matter?
>
> I don't understand the question. We protect our allies. Bonus.
>
Ahh.
> BTW, in a separate patch, I would like to go through all of these
> pplayers->player_no == aplayer->player_no like code and replace them with
> a new common/players.c function pplayer_is_self(p1,p2) or something. Would
> anyone else think that is a good idea? Code encapsulation and readable
> code and all that.
>
Raimar may be the one to talk to about that.
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