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[Freeciv-Dev] Re: (PR#9610) autosettler "territory" and danger maps
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[Freeciv-Dev] Re: (PR#9610) autosettler "territory" and danger maps

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Subject: [Freeciv-Dev] Re: (PR#9610) autosettler "territory" and danger maps
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 6 Aug 2004 07:06:50 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=9610 >

Per I. Mathisen wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9610 >
> 
> On Thu, 5 Aug 2004, Jason Short wrote:
> 
>>>Here is my preliminary idea for a "movemap":
>>>
>>>A mapsize array of struct {
>>>struct unit_list 1_turn_reach;
>>>struct unit_list 2_turn_reach;
>>>} movemap;
>>
>>There must be one such array for each player, since each player has
>>different vision. Note that human players use this as well (human
>>autosettlers avoid dangerous positions) and this is hard-core cheating.
> 
> 
> Yes. But - if we could ignore alternating movement mode - we could
> actually get away with one such array for all players, since we can do the
> vision check on iterations instead of in the insertion routine. We could
> put the vision check in an iterator macro, for that matter.

I don't see how.  The vision check doesn't have to check the tile in 
question.  It has to check the tile that the enemy unit is on, and all 
tiles in between.

jason




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