[Freeciv-Dev] (PR#10141) patch: CM for reassigning only the specialists
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[Freeciv-Dev] (PR#10141) patch: CM for reassigning only the specialists |
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"Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx> |
Date: |
Wed, 15 Sep 2004 22:31:56 -0700 |
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rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=10141 >
This patch allows specifying that the CM is allowed to reassign specialists,
but not workers.
There are two reasons for this patch:
(1) I, for some reason, want a city to be using some field in a particular way
that I can't
express as a linear program. Maybe I want to use a whale outside my borders,
blocking and
enemy city from using it -- even though there's a closer unused whale.
Currently, when
the city grows, it runs the CM, and my careful setup gets thrown out. With
this patch, we can
make it so that when the city grows, it just assigns the new population
somewhere, but
leaves my worker choices untouched.
(2) The AI wants to know how much it's worth building a temple. It's probably
good enough
(and better than the current hack) to see if after building the temple, we can
turn elvises into
something else: workers or other specialists.
Probably a more complete answer to (1) would be to have user-controlled and
CM-controlled
population points. When the user sets someone down, all workers and
specialists become
user-controlled. But when new population comes in, or a worker gets booted off
his land by
the enemy, then that population point becomes CM-controlled. Then,
auto_arrange_workers
can move the CM-controlled population at will, but isn't allowed to move the
user-controlled
population.
partial_cm.diff
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