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[Freeciv-Dev] Re: asynchronous unit moves

[Freeciv-Dev] Re: asynchronous unit moves

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: asynchronous unit moves
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Mon, 19 Aug 2002 08:36:25 +0000 (GMT)

On Sun, 18 Aug 2002, Tom Goulet wrote:
> If I had known an existing term for asynchronous unit moves, I would
> have used that.:)

There isn't any, but I would rather call it alternating movement, or
something like that. Asynchronous seems to suggest that movement now is
somehow synchronised, which it isn't, it is just simultaneous. But who
cares what you call it ;)

> It would be a lot like playing your typical card game.There would need
> to be one "unit move space" and one "whole turn space", which means two
> different "turn done" buttons."units done" and "turn done".

If you play with timeout, the "units done" button would not be needed. It
would not be in any player's best interest to push that button, because
then the other player would get more time to move his units around...

> If you want to be a little cheaper in terms of code you could end the
> turn when the last player's unit moves were done.I'd be happy to play
> it without timeouts.

The code for alternating movement must support both play with timeouts,
play without timeout and play with end-of-turn-when-units-done-moving (or
whatever that options was called again, I never use it, do anyone?).


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