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[Freeciv-Dev] Re: [Freeciv] rfc: autoattack
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[Freeciv-Dev] Re: [Freeciv] rfc: autoattack

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Subject: [Freeciv-Dev] Re: [Freeciv] rfc: autoattack
From: Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx>
Date: Sun, 17 Nov 2002 23:45:07 +0100

On Sun, Nov 17, 2002 at 10:40:28PM +0100, Thomas Strub wrote:
> On Fri, Nov 15, 2002 at 07:57:31PM +0100, Thomas Strub wrote:
> > On Fri, Nov 15, 2002 at 06:39:16PM +0000, Per I. Mathisen wrote:
> > > 
> > > Since my suggestion of dropping the autoattack code didn't meet with
> > > approval, I want to change it so that it actually works and is useful.
> > > 
> > > So my new suggestion is:
> > > For any unit that is moved, check adjacent squares for autoattack units.
> > > For each of these, if the moved unit is hostile (at war) and weaker,
> > > attack it. If the autoattack unit is a diplomat/spy, instead try bribing
> > > the moved unit, and if that is impossible, try sabotage.
> > > 
> > > This should at least make autoattack useful. The question is: Too useful?
> > 
> > wow :-)
> > 
> > This helps players with slow connections. I like it. 
> > Its a big step against clientsidescripting, and would help the AI too. 
> > 
> > And perhaps it should be configurablei.
> > 
> > a = chance to win 
> > b = value of attacking unit
> > c = value of attacked unit
> > 
> > And if d = a*c/b bigger than a tuned value -> autoattack.
> 
> Tried that out and think the calculation in my patch is better.
> 
> I use the key "k" for the autoattac"k". 
> Think only a sprite for the "k" is missing. 

Had to exchange 
372,373c364,365
> +        send_unit_info(NULL, penemy);
> +        enemy_unit_auto_attack(penemy, punit);
---
< +     enemy_unit_auto_attack(penemy, punit);
< +     send_unit_info(NULL, penemy);

Because the unit can be killed before sending the inforamtion. 

And the using of the gotoconstrution should only be used for units more
than 1 tile away. For units nearer it only creates errors.

Thomas


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