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[Freeciv-Dev] Re: (PR#11601) likely_ocean() cheats
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[Freeciv-Dev] Re: (PR#11601) likely_ocean() cheats

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To: marko.lindqvist@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#11601) likely_ocean() cheats
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Mon, 3 Jan 2005 16:26:18 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11601 >

On Sun, 2 Jan 2005, Jason Short wrote:

> > >   This is no longer true:
> > >
> > >   /* If a tile is cardinally adjacent, we can tell if the
> > >    * central tile is ocean or not by the appearance of
> > >    * the adjacent tile. So, given that we can tell,
> > >    * it's fair to look at the actual tile. */
> > >          return (is_ocean(map_get_terrain(ptile)) ? 100 : 0);
> >
> > Is it because of the isometric mode?
> > Then we need "is_edge_adjacent" function.  Jason?
>
> No, it's because there used to be code in freeciv that would send
> terrain info to the client for any tiles that were (cardinally) adjacent
> to known tiles.  This was, basically, cheating since it gave you extra
> information.  It caused problem with client goto which didn't know any
> better than to use this information (resulting in weird goto routes) and
> with a little hacking of the client you could see the whole tile -
> effectively increasing the vision range of your units (very useful at
> the beginning).  Fortunately this whole thing was removed and now there
> is no cheating.
>
> The cheat in is_ocean is trying to mimic the old client cheat.

So how can client tell if there is a shore adjacent to a ocean tile?  Or
it cannot anymore?  Because I think it drew different ocean tiles
depending on this info





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