Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2002:
[Freeciv-Dev] Re: ai_handicap
Home

[Freeciv-Dev] Re: ai_handicap

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Cc: Freeciv Development List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: ai_handicap
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Thu, 21 Nov 2002 15:46:36 +0000 (GMT)

On Thu, 21 Nov 2002, Raahul Kumar wrote:

> Greg, have a look at this patch, and tell me why ai_handicap(pplayer) is
> returning true for a human player. I have gone insane trying to figure this
> out. If this email has reached the outside world, please break me out of my
> padded cell.

DON'T PANIC!

It always did.  The reason behind it is that normally handicaps are meant 
to bring cheating AI to non-cheating human level.  This particular 
handicap is doing something else, it pushes AI to anti-cheating level.  So 
I guess you want to guard it with 
        if (pplayer->ai.control && ai_handicap(pplayer, H_LIMITEDHUTS))

Another way is to create an anti-handicap H_NORMALHUTS and give it to 
humans (by default) and to hard/normal AI.  But I don't think it's a good 
idea.

Maybe one day this whole system is going to be redesigned...

G.



[Prev in Thread] Current Thread [Next in Thread]