[Freeciv-Dev] Re: Freecost Calculation (PR#1262)
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Thu, May 09, 2002 at 07:01:50AM -0700, Raahul Kumar wrote:
>
> --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
> > On Tue, Feb 12, 2002 at 10:59:14AM -0800, Christian Knoke wrote:
> > > CVS 12 FEB 2002
> > >
> > > After set freecost 20, when I have research = 0/10 and
> > > move into a hut and get a tech for free, then research
> > > is set to -4/20 instead of -2/20 IMHO. Obviously it is
> > > calculated from the next search goal (=20) instead of from
> > > the actual search goal (=10).
> > >
> > > This is unfair (tm). Starting with 9/10, and freecost=100,
> > > a free tech ends up in -11/20, which means a penalty
> > > of 145 % (not tested, though)
> >
> > Attached is the fix which move all free cost reduction in front of the
> > get_new_tech calls. It is tested.
>
> You missed a few other cases where you obtain free techs. The Great Library
>
> http://www.freeciv.org/lxr/source/server/plrhand.c?v=cvs#L139
The do_free_cost call is already in front.
> Darwins
>
> http://www.freeciv.org/lxr/source/server/cityturn.c?v=cvs#L977
The patch fixes this.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Like the ad says, at 300 dpi you can tell she's wearing a
swimsuit. At 600 dpi you can tell it's wet. At 1200 dpi you
can tell it's painted on. I suppose at 2400 dpi you can tell
if the paint is giving her a rash."
-- Joshua R. Poulson
|
|