Complete.Org: Mailing Lists: Archives: freeciv-dev: August 2002: [Freeciv-Dev] Re: movement

# [Freeciv-Dev] Re: movement

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 To: Freeciv developers Subject: [Freeciv-Dev] Re: movement From: Brandon Craig Rhodes 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

```