[Freeciv-Dev] Re: (PR#6977) Goto into unknown area
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<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
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area,
Jason Short <=
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