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[Freeciv-Dev] Re: [IAMBACK] [PATCH] [1.3] cleanup of proccess_*_want() (
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[Freeciv-Dev] Re: [IAMBACK] [PATCH] [1.3] cleanup of proccess_*_want() (

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To: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Cc: Petr Baudis <pasky@xxxxxxxxxxx>, <freeciv-dev@xxxxxxxxxxx>, <bugs@xxxxxxxxxxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [IAMBACK] [PATCH] [1.3] cleanup of proccess_*_want() (PR#1295)
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Sun, 7 Apr 2002 17:14:56 +0100 (BST)

On Sat, 6 Apr 2002, Raahul Kumar wrote:

> --- Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx> wrote:
> 
>  
> > The below comment is nonsense.  The clause does not apply to battleships.
> > 
> > +  /* I was getting four-figure desire for battleships otherwise. -- Syela 
> > */
> > +  if (!walls && unit_types[best_unit_type].move_type == LAND_MOVING) {
> >      best *= pcity->ai.wallvalue;
> > +    best /= POWER_FACTOR;
> > +  }
> > 
> 
> What does the comment apply to then?

How should I know?  I didn't write it...  I vote "remove it".
Comment should provide insight, not puzzle.


> >  
> > /************************************************************************** 
> > +This function decides, what unit would be best for erasing enemy. It is
> > called,
> > +when we just want to kill something, we've found it but we don't have the
> > unit
> > +for killing that built yet - here we'll choose the type of that unit.
> > 
> > This function does something really strange, not quite what you say.
> > But I guess your explanation is as good as any.
> 
> What does it do? Petr comment is a reasonable explanation. Don't be so vague.
> How do you want it changed?

I don't really understand that.  Trace the tree up from this function.  
It's really weird.  

No, leave the comment as it is.


> > +        /* Citywalls give a defensive bonus of 300%. So for units that lack
> > the
> > +         * ability to ignore city walls, the lack of a city wall makes them
> > 3
> > +         * times as dangerous. Yet in this check we multiply by 9.
> > WHY????????
> > +         * (Pulls out hair and screams). -- Raahul */
> > +        /* FIXME: Use acity->ai.wallvalue? --pasky */
> > +        vuln *= 9;
> > +      }
> > 
> > Raahul, please stop ruining your hairstyle!
> > City walls give bonus of 200% (that's multiplying by 3)
> > vulnerability is quadratic, so we perform mental calculation
> > 3*3 = 9 and fill in the result
>  
> Back the truck up there G. I'm not quite sure I follow. Yes, vulnerability is
> quadratic. From there to multiplying city wall value by 3 is beyond me. 
> Explain
> it to me without the missing steps.

I was just trying to save your hair... :((

Ok, vulnerability is Defense_Power * HP * FirePower squared
Walls increase Defense_Power three-fold.
Therefore vulnerability would increase nine-fold.

This is taking into account that although there no city-walls in the enemy 
city yet, the enemy will probably build them before we get there.
The existing city walls are taken into account by 
unit_vulnerability_virtual2 what_a_lovely_name_for_a_function.

> > All of my complaints are about your comments which is non-essential.
> > I haven't checked line-by-line correspondence but if you run a few 
> > autogames, I think the patch can be safely committed and human resources 
> > directed to pastures new (like the dreaded and bugged f_s_t_k).
> 
> Not the f_s_t_k. Anything but that. What have I done to deserve this?

Don't be afraid.  We will cover you back ;)

G.




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