[Freeciv-Dev] [PATCH] Revised patch which creates new "novice" skill lev
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Hello there,
Again, thank you for the suggestions. This is a revised version of
my last patch which makes the following changes:
* It patches cleanly against the April 9 CVS snapshot, the most recently
available CVS tarball.
* It makes sure the novice skill level has the same handicaps as the other
skill levels.
* The patch is a MIME attachment (which is still readable by plaintext
mailers for those of us who feel real men use 'cat file | sendmail whoever'
to send mail and 'less' to read mail)
I also have a version of this patch which patches cleanly against 1.14.0.
I have no idea how to use autoconf to make a "./configure" script (real
men write their makefiles by hand; real men also know how to read man
pages, something autoconf does not seem to have) so I can not verify
that this patch compiles; however the slightly modified version of the
patch for 1.14.0 compiles and runs cleanly.
- Sam
This patch adds a new "Novice" skill level which requires 250% of the
bulbs of a human player to develop new tech. Patched against the April
9 CVS snapshot of FreeCiv.
diff -ur freeciv-cvs/common/player.h freeciv-cvs-novice/common/player.h
--- freeciv-cvs/common/player.h Tue Apr 8 21:56:39 2003
+++ freeciv-cvs-novice/common/player.h Sat Apr 12 01:29:44 2003
@@ -137,6 +137,8 @@
int skill_level; /* 0-10 value for save/load/display */
int fuzzy; /* chance in 1000 to mis-decide */
int expand; /* percentage factor to value new cities */
+ int science_cost; /* Cost in bulbs to get new tech, relative
+ to non-AI players (100: Equal cost) */
int warmth; /* threat of global warming */
enum barbarian_type barbarian_type;
};
diff -ur freeciv-cvs/common/tech.c freeciv-cvs-novice/common/tech.c
--- freeciv-cvs/common/tech.c Mon Apr 7 21:57:03 2003
+++ freeciv-cvs-novice/common/tech.c Sat Apr 12 01:29:44 2003
@@ -458,6 +458,18 @@
die("Invalid tech_leakage %d", game.rgame.tech_leakage);
}
+ /* Assisgn a science penalty to the AI at easier skill levels. This code
+ can also be adpoted to create an extra-hard AI skill level where the AI
+ gets science benefits */
+ if (pplayer->ai.control && pplayer->ai.science_cost > 0 &&
+ pplayer->ai.science_cost != 100) {
+ float fcost, factor;
+ fcost = cost;
+ factor = pplayer->ai.science_cost;
+ fcost *= (factor / 100);
+ cost = fcost;
+ }
+
/* If we have many players, tech cost may drop to 0. */
if (cost == 0) {
cost = 1;
diff -ur freeciv-cvs/server/stdinhand.c freeciv-cvs-novice/server/stdinhand.c
--- freeciv-cvs/server/stdinhand.c Tue Apr 8 21:56:42 2003
+++ freeciv-cvs-novice/server/stdinhand.c Sat Apr 12 01:40:20 2003
@@ -966,6 +966,7 @@
CMD_TAKE,
CMD_CREATE,
CMD_AWAY,
+ CMD_NOVICE,
CMD_EASY,
CMD_NORMAL,
CMD_HARD,
@@ -1155,6 +1156,15 @@
N_("Set yourself in away mode. The AI will watch your back."),
N_("The AI will govern your nation but do minimal changes."),
},
+ {"novice", ALLOW_CTRL,
+ /* TRANS: translate text between <> only */
+ N_("novice\n"
+ "novice <player-name>"),
+ N_("Set one or all AI players to 'novice'."),
+ N_("With no arguments, sets all AI players to skill level 'novice', and "
+ "sets the default level for any new AI players to 'novice'. With an "
+ "argument, sets the skill level for that player only.")
+ },
{"easy", ALLOW_CTRL,
/* TRANS: translate text between <> only */
N_("easy\n"
@@ -1630,7 +1640,7 @@
***************************************************************/
static const char *name_of_skill_level(int level)
{
- const char *nm[11] = { "UNUSED", "away", "UNKNOWN", "easy",
+ const char *nm[11] = { "UNUSED", "away", "novice", "easy",
"UNKNOWN", "normal", "UNKNOWN", "hard",
"UNKNOWN", "UNKNOWN", "experimental" };
@@ -1645,7 +1655,8 @@
{
int h[11] = { -1,
H_AWAY,
- H_NONE,
+ /* novice */ H_RATES | H_TARGETS | H_HUTS | H_NOPLANES
+ | H_DIPLOMAT | H_LIMITEDHUTS | H_DEFENSIVE,
/* easy */ H_RATES | H_TARGETS | H_HUTS | H_NOPLANES
| H_DIPLOMAT | H_LIMITEDHUTS | H_DEFENSIVE,
H_NONE,
@@ -1667,20 +1678,37 @@
**************************************************************************/
static int fuzzy_of_skill_level(int level)
{
- int f[11] = { -1, 0, 0, 300/*easy*/, 0, 0, 0, 0, 0, 0, 0 };
+ int f[11] = { -1, 0, 400/*novice*/, 300/*easy*/, 0, 0, 0, 0, 0, 0, 0 };
assert(level>0 && level<=10);
return f[level];
}
/**************************************************************************
+Return the AI's science development cost; a science development cost of 100
+means that the AI develops science at the same speed as a human; a science
+development cost of 200 means that the AI develops science at half the speed
+of a human, and a sceence development cost of 50 means that the AI develops
+science twice as fast as the human
+**************************************************************************/
+static int science_cost_of_skill_level(int level)
+{
+ int x[11] = { -1, 100, 250/*novice*/, 100/*easy*/, 100, 100, 100, 100,
+ 100, 100, 100 };
+
+ assert(level>0 && level<=10);
+ return x[level];
+}
+
+/**************************************************************************
Return the AI expansion tendency, a percentage factor to value new cities,
compared to defaults. 0 means _never_ build new cities, > 100 means to
(over?)value them even more than the default (already expansionistic) AI.
**************************************************************************/
static int expansionism_of_skill_level(int level)
{
- int x[11] = { -1, 100, 100, 10/*easy*/, 100, 100, 100, 100, 100, 100, 100 };
+ int x[11] = { -1, 100, 10/*novice*/, 10/*easy*/, 100, 100, 100, 100,
+ 100, 100, 100 };
assert(level>0 && level<=10);
return x[level];
@@ -1943,7 +1971,9 @@
cmdlevel_name(first_access_level));
fprintf(script_file, "%s\n",
- (game.skill_level <= 3) ? "easy" :
+ (game.skill_level == 1) ? "away" :
+ (game.skill_level == 2) ? "novice" :
+ (game.skill_level == 3) ? "easy" :
(game.skill_level == 5) ? "medium" :
(game.skill_level < 10) ? "hard" :
"experimental");
@@ -2498,6 +2528,7 @@
pplayer->ai.handicap = handicap_of_skill_level(level);
pplayer->ai.fuzzy = fuzzy_of_skill_level(level);
pplayer->ai.expand = expansionism_of_skill_level(level);
+ pplayer->ai.science_cost = science_cost_of_skill_level(level);
pplayer->ai.skill_level = level;
}
@@ -2509,6 +2540,7 @@
{
switch(level) {
case 1 : return CMD_AWAY;
+ case 2 : return CMD_NOVICE;
case 3 : return CMD_EASY;
case 5 : return CMD_NORMAL;
case 7 : return CMD_HARD;
@@ -3421,6 +3453,9 @@
case CMD_AWAY:
set_away(caller, arg);
break;
+ case CMD_NOVICE:
+ set_ai_level(caller, arg, 2);
+ break;
case CMD_EASY:
set_ai_level(caller, arg, 3);
break;
@@ -4204,6 +4239,7 @@
static const int player_cmd[] = {
CMD_RENAME,
CMD_AITOGGLE,
+ CMD_NOVICE,
CMD_EASY,
CMD_NORMAL,
CMD_HARD,
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