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

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Subject: [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles.
From: "Marcelo Burda" <mburda@xxxxxxxxx>
Date: Fri, 7 May 2004 09:21:42 -0700
Reply-to: rt@xxxxxxxxxxx

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

Le ven 07/05/2004 à 18:08, Jason Short a écrit :
> <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.
> >>
i ll move these 2 fonction to Extended Topology patch! i'll thin there
about.
> > 
> > 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.
no more problem, i no realy need clean_singularities today.
> 
> >>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.
> 
Yes, i understand it but i'no like a most-fair-map concept! i love map
with personality! but we can easy implement a non-pole-all-themperate
maps for these players like it!
> jason
about separate poles. my code make near well work to make separated
poles, i ll work a litle to make its a litle more natural. make_passable
is no more needed.
-- 
 . /  .     '    ,    .      (*)   '        `     '      `    .    
  |    ,  |   `     ,     .      ,   '  Marcelo Julián Burda      .
 /  '     \     `     \@_     '      .        '      `        '    
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