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[Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic
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[Freeciv-Dev] Re: (PR#6972) Wishlist: units lost on arctic

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Subject: [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




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