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[Freeciv-Dev] Re: [RFC] Move cost map interface
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[Freeciv-Dev] Re: [RFC] Move cost map interface

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [RFC] Move cost map interface
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Wed, 10 Apr 2002 17:29:36 +0100 (BST)

On Wed, 10 Apr 2002, Raimar Falke wrote:

> On Wed, Apr 10, 2002 at 04:39:20PM +0100, Gregory Berkolaiko wrote:
> > On Wed, 10 Apr 2002, Raimar Falke wrote:
> > > > 
> > > > Disagree.  unit_move_type doesn't know such things as city_map and 
> > > > igter_move.
> > > 
> > > city_map returns a lot of hits and igter_move none.
> > 
> > city_map is reason enough althout I believe igter_move will be introduced 
> > too
> 
> Please explain to me what you mean with city_map and igter_move. Is
> city_map a warmap which is created out of a city?

yes.  it doesn't have a unittype or move_rate, something very vague to 
give idea of the distance from the city to surroundings.

igter_move is self-explaining init?  move_cost across any land is 
MOVE_COST_ROAD.

all this is to say that there are more types of BMC than 
enum unit_move_type

> 
> > > > don't see much difference.  all unit_move_turns does is determining the 
> > > > move_rate and then the abovementioned division.
> > > 
> > > That is the problem. These solution is too easy and only an
> > > estimation. I want the exact upper limit. I would also be happy if the
> > > user also gets the bottom limit.
> > 
> > limits not a problem.  just put
> > moves_expended = (move_cost > moves_left ? moves_left + move_cost
> >                                          : move_cost)
> > for the upper and
> > moves_expended = (move_cost > moves_left ? moves_left
> >                                          : move_cost)
> > for the lower.
> 
> This isn't about moves but about turns. I want information like "the
> settler with id 4 will arrive at (4,5) in at most 5 turns and there
> will have 1/3 moves left (so it can start build the road at this
> turn)". Even better would be "and the settler can achieve the same
> distance in 3 turns if it has luck".

well divide total_moves_expended by the move_rate and you get your limit.

> > > > BTW how about getting rid of the randomness in the move.  That would 
> > > > make 
> > > > calculation of the _exact_ move_time possible!
> > > 
> > > This may be possible. 
> > 
> > it really screws up most of AI calculation and if we put FACTOR to be 1/2 
> > nobody would notice anyway.
> 
> What about conformance to other civs?

not sure.  ask.

G.



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