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[Freeciv-Dev] Re: (PR#6977) Goto into unknown area
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[Freeciv-Dev] Re: (PR#6977) Goto into unknown area

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To: ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6977) Goto into unknown area
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 20 May 2004 17:46:30 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6977 >

Gregory Berkolaiko wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6977 >
> 
>>[i-freeciv-lists@xxxxxxxxxxxxx - Mon Jan 12 17:57:44 2004]:
>>
>>No unknown positions aren't safe.
>>
>>I have also fixed the spelling Greg pointed out.
>>
>>Missing is the increase of the EC of unknown positions. Suggestions
>>for the amount welcome. It is possible that it works even without the
> 
> Should pretend that they are hills, return 
> 2 * SINGLE_MOVE * PF_TURN_FACTOR
> 
> If you don't like magic 2, go for SINGLE_MOVE * PF_TURN_FACTOR.  It will
> be like grassland, so the unknown will be investigated but not too much.
> 
> Without any callback the user goto will be attracted to unknown way too
> much.

Elsewhere 2*SINGLE_MOVE+1 is used for "dangerous" positions.  We 
abstracted this into DANGER_MOVE (in gotohand.c IIRC).

Also, triremes should consider unknown terrain to be "dangerous".  Now 
that we have the TER_UNSAFE terrain flag, maybe everyone should.

jason




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