[Freeciv-Dev] (PR#4387) The Return of the Rand() Moves
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[glip - Sun Aug 31 18:01:27 2003]:
> /*************** Current mode (unittools.c/try_move_unit) **********/
>
> We have 3 numbers: full move points (F) of a unit, current (C) move
points
> of the unit and the required (R) move points for the move being tried.
>
> The move will succeed with probability 100% if
> either
> F == C
> or
> C >= R
> Otherwise, it will succeed with probability C / R.
>
> /************************* Proposal ******************************/
>
> The proposal is to implement a system where no probability is needed.
> There are three possible flavours:
> 1. Strict -- only moves with 100% probability will succeed.
> 2. Fast -- as long as C > 0, the move will succeed.
> 3. Mixed -- move will suceed if probability > threshold value.
4. Negative -- if C <= 0, move always fails, else move always succeeds,
and C -= R [which means that C would need to be a signed integer].
(When a new turn comes, C += F.) So, for example, a warrior would have
to rest for two turns after climbing a mountain.
This would eliminate the randomness, but would not solve the problem of
stacks, if you wanted to have units with different move rates move
together. I think the solution to this is to either create stacks that
explicitly move together or have a 'follow the leader' command (perhaps
with a warning if the leader has a faster move rate).
Another thing negative movement would be useful for is a 'retreat'
command, where units would avoid combat whenever possible -- including
trying to move when attacked -- and head for the nearest friendly city.
(Both these suggestions probably deserve seperate tickets, with "refers
to" or "children" of this ticket -- how do you do set up relationships
in RT?)
--
++JohnWheeler
- [Freeciv-Dev] (PR#4387) The Return of the Rand() Moves,
John Wheeler <=
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