[Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic
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[Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic |
From: |
"Marcelo Burda" <mburda@xxxxxxxxx> |
Date: |
Tue, 4 May 2004 14:27:56 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=6972 >
Le mar 04/05/2004 à 21:12, Jason Short a écrit :
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6972 >
>
> Marcelo Burda wrote:
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=6972 >
> >
> > There is a updated and a litle cleaned version of 2 patch merged.
> > there is a TER_XX type patch. i think you can unblok it,
> > the xanges are very litle in classic topo, poles are no very interestin
> > there, exept for the trireme periode, where trireme no more can make big
> > travels at bottom or top of the map. this is more realistic.
>
> OK, it's not blocked on any design or gameplay issue. We just have to
> agree on the details.
>
{
> - is_safeline is no good as a name. I suggest is_safe_ocean(). This
> should only be called for ocean terrains and handles tririeme loss. In
> fact it probably shouldn't be in map.h but should be moved into unit.c
> and made static.
> - Normal unit loss is handled directly by the TER_UNSAFE flag. If this
> flag is set there is a chance of loss. Don't check for adjacent safe
> coasts here.
>
} these are changes in game play design but i am not closed about it.
> - Eventually we should merge tririeme_loss_pct and
> unsafe_terrain_loss_pct into a single function. unit_loss_pct or
> something like that. This function should do _all_ the work, checking
> the terrain and the unit flags. Maybe this shouldn't happen immediately.
yes is not at bad idea, i'll make it
> - Your base_unsafe_terrain_loss_pct should be static. And it needs a
> return type; currently the code doesn't compile properly.
? doesn't complile ?
>
> - This AI code:
>
> - move_cost = SINGLE_MOVE;
> + move_cost = (unsafe_terrain_loss_pct>0)
> + ?(2*SINGLE_MOVE+1)
> + :SINGLE_MOVE;
>
> needs an explanatory comment.
>
> - near_ok_city_places should use a city iterator (from common/city.h),
> not square_iterate. I can't quite figure out what this function does.
> It returns true if there is any tile within city range that is not an
> unsafe coast terrain? What's the point of that? Is this just a clever
> way of special-casing arctic?
i asume a unsafe terrains in not good for a city(probably a patch about
it is a good idea), this function is there to help place spetial in map
gen, near posibles places for a city, this help players to snif coast
(spetials are placed near safe coast).
>
> - is_near_land is a good function.
>
> jason
Marcelo
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Jason Short, 2004/05/01
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Marcelo Burda, 2004/05/02
- [Freeciv-Dev] (PR#6972) Wishlist: units lost on arctic, Marcelo Burda, 2004/05/03
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Jason Short, 2004/05/04
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic,
Marcelo Burda <=
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Jason Short, 2004/05/04
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Marcelo Burda, 2004/05/04
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Jason Short, 2004/05/04
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Marcelo Burda, 2004/05/04
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Marcelo Burda, 2004/05/04
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Marcelo Burda, 2004/05/04
- [Freeciv-Dev] (PR#6972) Wishlist: units lost on arctic, Jason Short, 2004/05/06
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Marcelo Burda, 2004/05/06
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Jason Short, 2004/05/06
- [Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic, Marcelo Burda, 2004/05/06
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