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[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves
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[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves
From: "ChrisK@xxxxxxxx" <ChrisK@xxxxxxxx>
Date: Tue, 10 Jun 2003 10:18:52 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, Jun 10, 2003 at 09:58:33AM -0700, Paul Zastoupil wrote:
> On Tue, Jun 10, 2003 at 09:37:32AM -0700, Per I. Mathisen wrote:
> > 
> > On Tue, 10 Jun 2003, Raimar Falke wrote:
> > > > Unfortunately, I really don't see a way of computing the real average 
> > > > time
> > > > in PF.
> > >
> > > To clarify this: it is easy to calculate the weighted cost of a single
> > > step if you have a "concrete" state (turn and moves left are
> > > integers). However after the first step such you don't have this. You
> > > have something like (turn=0,moves_left=1.47). So it is hard/imopssible
> > > to calculate the weighted cost of the next step.
> > 
> > I've gone back and reread the debate about rand() movement. I think it is
> > time to remove rand() moves. Clearly pf does not handle it as effortlessly
> > as it was advertised back then and which was part of the reason why the
> > debate died off.
> > 
> > So I repeat the suggest that seemed to be the majority opinion at the
> > time: The rand() test is replaced by FALSE iff moves_left != move_rate. So
> > attempting to move into terrain with move_cost > moves_left merely causes
> > you to waste your remaining movement points in this case.
> 
> How about you just aren't allowed to move.  If I try to move to the
> mountains, then try the road, why punish me, maybe I hit the wrong
> directional key.  Do you have to remove the points?

Yes, with that addition I could be able to find my peace with Per's
suggestion.

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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