[Freeciv-Dev] Re: movement
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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"
- [Freeciv-Dev] Re: movement, (continued)
- [Freeciv-Dev] Re: movement, Brandon Craig Rhodes, 2002/08/14
- [Freeciv-Dev] Re: movement, Thomas Strub, 2002/08/14
- [Freeciv-Dev] Re: movement, Brandon Craig Rhodes, 2002/08/14
- [Freeciv-Dev] Re: movement, Thomas Strub, 2002/08/14
- [Freeciv-Dev] Re: movement, Brandon Craig Rhodes, 2002/08/14
- [Freeciv-Dev] Re: movement, Thomas Strub, 2002/08/14
- [Freeciv-Dev] Re: movement, Brandon Craig Rhodes, 2002/08/14
- [Freeciv-Dev] Re: movement, Raimar Falke, 2002/08/14
- [Freeciv-Dev] Re: movement, Christian Knoke, 2002/08/14
- [Freeciv-Dev] Re: movement, Ben Mazur, 2002/08/14
- [Freeciv-Dev] Re: movement,
Raimar Falke <=
- [Freeciv-Dev] Re: movement, Thomas Strub, 2002/08/14
- [Freeciv-Dev] Re: movement, Raimar Falke, 2002/08/14
- [Freeciv-Dev] Re: movement, Thomas Strub, 2002/08/14
- [Freeciv-Dev] Re: movement, Raimar Falke, 2002/08/14
- [Freeciv-Dev] Re: movement, Christian Knoke, 2002/08/14
- [Freeciv-Dev] Re: movement, Jason Short, 2002/08/14
- [Freeciv-Dev] Re: movement, Raimar Falke, 2002/08/14
- [Freeciv-Dev] Re: movement, Thomas Strub, 2002/08/14
- [Freeciv-Dev] Re: movement, Jason Short, 2002/08/14
- [Freeciv-Dev] Re: movement, Anthony J. Stuckey, 2002/08/15
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