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[Freeciv-Dev] Re: Path-finding in the presence of danger
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[Freeciv-Dev] Re: Path-finding in the presence of danger

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To: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Cc: Freeciv Development List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Path-finding in the presence of danger
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Mon, 14 Oct 2002 15:03:54 +0100 (BST)

On Mon, 14 Oct 2002, Raimar Falke wrote:

> On Fri, Oct 11, 2002 at 01:33:41PM +0100, Gregory Berkolaiko wrote:
> > 
> > It is easy but it gives you only imaginary flexibility, slows down the 
> > code and makes it less readable.
> 
> Nice example. A lot of words could have been saved if this example was

I was trying my best (see eg 
http://lists.complete.org/freeciv-dev@xxxxxxxxxxx/2002/06/msg00038.html.gz
) but I guess an example is always better than hundreds of pretentious 
words...

> shown earlier. It looks like I haven't thought about the problem
> enough. I agree with you that a get_COP callback doesn't solve this
> problem and that we should have a fixed formula for COP.
> 
> My proposal:
>  if TM_NONE:
>     COP=((TURN_FACTOR*total_BMC)/move_rate)+TEC
>  else:
>     COP=((TURN_FACTOR*((turns+1)*move_rate-moves_left))/move_rate)+TEC
> 
> and TURN_FACTOR is a define (2^16 for example).

I think you explained it before, but let me ask again, wouldn't it be 
better to multiply the whole thing by move_rate:
         COP = TURN_FACTOR*total_BMC + TEC*move_rate
?

Best,
G.




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