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[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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Subject: [Freeciv-Dev] (PR#10141) patch: CM for reassigning only the specialists
From: "Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx>
Date: Wed, 15 Sep 2004 22:31:56 -0700
Reply-to: 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.

Attachment: partial_cm.diff
Description: Binary data


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