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[Freeciv-Dev] (PR#7282) Patch: connect as orders
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[Freeciv-Dev] (PR#7282) Patch: connect as orders

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Subject: [Freeciv-Dev] (PR#7282) Patch: connect as orders
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 8 Aug 2004 16:43:50 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7282 >

So I updated this patch, following Greg's idea that the MC should
contain either 0 or 1 (actually I made it SINGLE_MOVE) to look for
either the minimal path or to not care about distance.  Meanwhile the EC
(actually moveEC) gives the construction time (travel time plus build
time), which is used as the tiebreaker.

This worked okay but ran into a problem: in goto mode it shows the
number of turns for the orders path, and with the above algorithm this
number is entirely inaccurate.  There are three ways I can see around this:

1.  Don't show the number of turns in connect mode.  The problem is the
user probably wants to know the number of turns!

2.  Use the original (using only MC) algorithm for connect mode.  This
is slightly less accurate but will show the approximate number of turns.
 However when I do this I now get this error:

0: illegal TM in path-finding with danger
civclient: shared.c:667: real_die: Assertion `0' failed.

because TM_NONE doesn't seem to work.  This is odd because this isn't a
danger path (but is it true that all paths are danger paths now?).

3.  Change PF yet again to have a BC (base cost).  The base cost works
like the extra cost, but its priority is _higher_ than the move cost's,
not lower.  This will give ideal results but is probably not worth the
added complexity.

I don't like #1 and I'm not up for writing #3.  This leaves only #2,
except that I don't know how to fix that problem.

jason



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