Complete.Org: Mailing Lists: Archives: freeciv-dev: May 2004:
[Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain pl
Home

[Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain pl

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: mburda@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles.
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 7 May 2004 09:08:06 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8624 >

Marcelo Burda wrote:

>>near_singularity() shouldn't use the hard-coded city iteration.  Use
>>is_valid_city_coords, or a city iterator, or just use circle_iterate.  
> 
> singularity no need to be exact a city iterators.
> I am choice one of more basic and simplest iterators there. this is one
> of fondamentals iterators to be adapted to topologies.(this is the right
> choice) spetialy i can't use circle_iterate  this call
> map_distance_vector or any other operator where future is (?).
> Near_singularity() is moderate time  inefficient but this never need to
> be change in future (expet if we like chage it) this function is only
> called for map generator, were time is not the first point.

But you shouldn't use square_dxy_iterate, then skip past positions 
yourself.  Either use square_iterate or circle_iterate.

And...

You can't hard-code the number of tiles.  This value would change under 
a hex-tiled map.  Instead we need an else clause.  I guess this means 
you need a hard-coded iterator.  Or maybe add an "else" clause to one of 
the existing iterators.

>>Also clean_singularities must not hard-coded arctic, and shouldn't
>>hard-code ocean.  I guess we can use a new terrain flag here (given to
>>arctic and ocean).  Consider when we have multiple types of ocean: only
>>deep ocean should be found near the singularities.
>>
> 
> this is part of a mapgenerator code, then i need to handle there reals
> tiles. when map generator handle deeps ocean all generators will be
> modified and clean_singularities too! but first i need the new tiles!!

I don't understand what you're saying here.

>>I don't like how assign_poles_numbers() hard-codes knowledge of the
>>climate areas.
> 
> mmm...assign_poles_numbers need knowledge of where are the poles!. this
> is a part of clima handling system. if you no like assign_poles_numbers
> we need to make a separate map_clima_poles_list to be called only by
> assign_poles_numbers!. 
> i ll THINK about it. 

Yeah, there may not be a better way.  But I still don't like it.

> i no like a all-temperate option, but it can be implements.

An all-temperate torus is considered the most fair map for competitive play.

jason




[Prev in Thread] Current Thread [Next in Thread]