[Freeciv-Dev] Re: (PR#2521) general effects framework
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On Mon, Dec 09, 2002 at 12:44:54PM -0800, Per I. Mathisen via RT wrote:
>
> On Mon, 9 Dec 2002, Raimar Falke via RT wrote:
> > The problem of the AI is that it can't hardcode the buildings
> > anymore. This means that it really has to do extra work
>
> There are 85 references in the AI code to hardcoded buildings outside
> building evaluations code. It will be some work to change all these to use
> gen effects code, but trivial to do apart from the amount of work. Also,
> this will not make AI more stupid. Behaviour should be identical.
>
> > _AND_ have to
> > understand the effects either as effects or looking what the given
> > building changes.
>
> If it does the latter, the AI will end up _more_ intelligent than before.
>
> > So my current case is that the AI will even much more stupid that it
> > is now.
>
> This conclusion does not follow.
*looking at ai_eval_buildings* Really nice. I didn't know that the AI
makes this detailed analysis of the buildings. I only have found some
minor hard coded values (space ship parts). So I redraw my statement
from above. It will be a lot of work since you now also have to cope
with multiple effects at the same time like it is harded-coded here:
case B_RESEARCH:
if (built_elsewhere(pcity, B_SETI))
break;
A lot of work.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Like the ad says, at 300 dpi you can tell she's wearing a
swimsuit. At 600 dpi you can tell it's wet. At 1200 dpi you
can tell it's painted on. I suppose at 2400 dpi you can tell
if the paint is giving her a rash."
-- Joshua R. Poulson
[Freeciv-Dev] Re: (PR#2521) general effects framework, Per I. Mathisen via RT, 2002/12/09
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