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[Freeciv-Dev] Re: (PR#9624) remove ugliness from ai_calc_pollution/fallo
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[Freeciv-Dev] Re: (PR#9624) remove ugliness from ai_calc_pollution/fallo

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#9624) remove ugliness from ai_calc_pollution/fallout
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Fri, 6 Aug 2004 09:37:34 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=9624 >

On Fri, 6 Aug 2004, Jason Short wrote:

> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9624 >
>
> ai_calc_pollution and ai_calc_fallout has a rather ugly hack to make
> sure that pollution and fallout are cleaned up.  However this isn't
> necessary since there's already a mechanism in place for making sure of
> that: pplayer->ai.warmth (either 50 or 100, a truly huge value) is
> passed as the "extra" (bonus) value for this action to
> consider_settler_action.
>
> This patch simply removes the original hack.  I believe this makes
> best_worker_tile_value unused but I didn't remove it (note that there's
> a bug in best_worker_tile_value causing it to really return the worst
> tile value, see PR#9615).

I am not sure it is such an ugly hack.  As you explained, adding the
"best" merely signifies that this task will be more tempting than any
other work in this city's area.  I think it is quite wise.

G.




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