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To: Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: movement
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Wed, 14 Aug 2002 20:03:55 +0200

On Wed, Aug 14, 2002 at 06:27:20PM +0200, Christian Knoke wrote:
> On Wed, Aug 14, 2002 at 06:02:17PM +0200, Raimar Falke wrote:
> > On Wed, Aug 14, 2002 at 05:07:58PM +0200, Thomas Strub wrote:
> > > On Wed, Aug 14, 2002 at 10:57:25AM -0400, Brandon Craig Rhodes wrote:
> > > > "Anthony J. Stuckey" <astuckey@xxxxxxxx> writes:
> > > > 
> > > > >       IMHO, we want to always fail the rand().
> > > > 
> > > > My suggestion was precisely that the rand() should always fail, but
> > > > instead of throwing away the remaining points commits them toward
> > > > completing the movement at the beginning of the next turn.
> > > 
> > > Beginning of the next round? So a the rand() would succeed every time .. 
> > > 
> > > Moving with a horsemen:
> > 
> > Points are internally multiplied by 3. So a horsemen has 6 points.
> > 
> > > rrpmrrrrr
> > > 123456789
> > > 
> > > r - road
> > > p - plains
> > > m - mountain
> > 
> > points:   113911111
> > position: 123456789
> > 
> > > 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.
> > 
> > My interpretation of Brandon's idea:
> >  End of first turn: at 3 with 1 point left
> >  Start of second turn: at 4 with 0 points left
> >  Start of third turn: at 4 with 6 points left
> >  End of third turn: at 9 with 1 point left
> >  total of 17 points spend
> 
> Yes, if the mountain has a road.

Should be:
  End of first turn: at 3 with 2 point left
  Start of second turn: at 4 with 0 points left
  Start of third turn: at 4 with 6 points left
  End of third turn: at 9 with 1 point left
  total of 17 points spend

> > My interpretation of Per's idea:
> >  End of first turn: at 4 with 0 point left
> >  Start of second turn: at 4 with 6 points left
> >  End of second turn: at 9 with 1 point left
> >  total of 11 points spend
> > 
> > If we cap the move costs of all tiles at the move rate of the unit (6)
> > the unit has to spend 1+1+3+6+5*1 = 16 points. This is IMHO a fair
> > solution.
> 
> Yes. - I've had the same idea like Brandon, with the goto. Implicit
> goto for the last (incompleted) move. Only needs to save to MP rest
> with the goto route. No need for extra grafic IMHO. Uhm, but we want
> to remove that server goto, right?

This is an implementation issue. We don't have to use goto for
this. Just a single step move which is delayed.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "On the eigth day, God started debugging"


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