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To: Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: movement
From: Brandon Craig Rhodes <brandon@xxxxxxxxxxxxxx>
Date: 14 Aug 2002 11:31:05 -0400

Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx> writes:

> Moving with a horsemen:
> 
> rrpmrrrrr
> 123456789
> 
> r - road / p - plains / m - mountain
> 
> Starting a 1:
> End of the first round the horsemen would be on 3 at the begin of
> the next round on 4 (Mountain) with 2 movepoints (or 2 1/3 - 3 ?)
> and could move to 8.

You misunderstood my intention; I was not suggesting we let horsemen
get away with being charged only 2 for a mountain-move that should
really cost three, if by bringing points over they start the turn with
more than two points.  Under my scheme the following would occur:

  Horsemen start at 1 with 2 MP.
  Horsemen order move right, succeed, now are at 2 with 1 2/3 MP.
  Horsemen order move right, succeed, now are at 3 with 2/3 MP.
  Horsemen order move right, cannot, client issues a Goto instead.
  -- End of Turn --
  The goto sees that the horsemen have 2 MP and are bringing over
    2/3 MP from the previous turn for a total of 2 2/3 MP; this
    would normally not be enough to move on to a mountian, but
    since the horsemen are trying to use all of their movement
    points, the move succeeds.
  The horsemen have no MPs for further action this turn.
  -- End of Turn --
  The horsemen can move on down the road.

This logic should be very easy to implement.

Let us now consider another example:

  pphhp (p = plains, h = hills)
  01234

Under the existing scheme, the horsemen will take four turns to move
to 4 and will have one MP left; this means they will have gotten to
use only five of their six MPs because the sixth will have been thrown
away when they try to move from 1 to 2 with one remaining MP.

Under my scheme:

  Horsemen move 0 -> 1, now have to 1 MP.
  Horsemen attempt 1 -> 2, Goto is issued instead.
  -- End Turn --
  The Goto uses the carried-over point plus one of their newly issued
    MPs to move 1 -> 2, leaving them with 1 MP.
  Horsemen attempt 2 -> 3, Goto is issued instead.
  -- End Turn --
  Goto sends them 2 -> 3, leaves them with 1 MP.
  Horsemen attempt 3 -> 4 and succeed with their remaining point.

They have made it to 4 in three turns because they have not been
forced to waste their point.

-- 
Brandon Craig Rhodes   brandon@xxxxxxxxxxxxxx   http://rhodesmill.org/brandon


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