[Freeciv-Dev] Re: cleanup of AI move and attack handling (PR#1803)
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On Wed, Aug 07, 2002 at 01:39:32AM +0000, Per I. Mathisen wrote:
> On Wed, 24 Jul 2002, Raimar Falke wrote:
> > On Sun, Jul 21, 2002 at 04:57:10PM -0700, Per I. Mathisen wrote:
> > > This is a rather big cleanup of unit movement handling. It
> >
> > >- moves a lot of ugly AI code out of general server code
> >
> > This is good. Can you make a patch which only does this?
>
> Yes. Patch attached. AI people, please take a close look at this, in
> particular the extra sanity forced on bodyguards.
There are some style issues with this. I haven't looked at the
content. Have to fix the CMA issue.
> > >- changes barbarians so that they can move over huts, but
> > > they will not scoop them up. so you can attack a barbarian
> > > and be surprised to find that you also stumbled into a hut.
> > > I think this is a fair price to pay for generalising away
> > > a rather nasty barbarian exception, which would halt its
> > > gotos without any advance warning.
> >
> > The reason you give (rather nasty barbarian exception) isn't valid if
> > part point above is implemented.
>
> I don't understand what you are saying here. The point above refered to
> the AI, but this doesn't really have anything to do with AIs (in theory,
> humans can be barbarians too).
Barbarians are AI. If all AI moves go through the extra function
ai_move_unit you can handle the expection quite easy.
> Actually I wish to remove the exception completely, there is no reason why
> barbs shouldn't trigger huts. They shouldn't hunt for huts, but that is an
> AI issue, not something to hardwire in the server. Is this a civ2 thing?
I'm for leaving the current behavior.
> > >- changes what happens when diplomats and caravans move into
> > > a city or unit. there used to be lots of exceptions for these
> > > units in the lowest level movement code, these have all but one
> > > been moved into the client.
> >
> > I'm not sure if a more smarter client is what we want in this case. In
> > any case the code should be moved from client/control.c into common/
> > or client/*_common so that it can be used by other code.
>
> I am pretty sure I don't like the way all kinds of functionality is
> stuffed together in one operation like now. Ideally there should be a
> separate attack request and move request, but I don't want to go that far,
> at least not now (the issue: due to lag, we may unintentionally issue a
> move order that becomes an attack order in the server, or vica versa).
>
> By making the client smarter here, we allow for some more customization
> and player control over default actions. I don't think this should be put
> in common/, and I don't see the difference between putting it in control.c
> and client/*_common.
The agents don't want to use control but some common client code.
> > >- i have added a new server feature: autodiplomats. this is simply a new
>
> > I can bake an agent which does this. Client based and faster than the
> > human defender.
>
> But will it be faster than the human's autoattack client?
I don't know how fast they would be.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Only one human captain has ever survived battle with the Minbari
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-- Ambassador Delenn, "Severed Dreams," Babylon 5
- [Freeciv-Dev] Re: cleanup of AI move and attack handling (PR#1803),
Raimar Falke <=
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