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[Freeciv-Dev] Re: (PR#2521) general effects framework
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[Freeciv-Dev] Re: (PR#2521) general effects framework

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2521) general effects framework
From: "Raimar Falke via RT" <rt@xxxxxxxxxxxxxx>
Date: Mon, 9 Dec 2002 13:10:54 -0800
Reply-to: rt@xxxxxxxxxxxxxx

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
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