[Freeciv-Dev] Re: (PR#11995) Stupid AI Creates Tall Stacks
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Subject: |
[Freeciv-Dev] Re: (PR#11995) Stupid AI Creates Tall Stacks |
From: |
"Benedict Adamson" <badamson@xxxxxxxxxxx> |
Date: |
Mon, 24 Jan 2005 12:29:22 -0800 |
Reply-to: |
bugs@xxxxxxxxxxx |
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11995 >
Per I. Mathisen wrote:
...
> the fix should be
> done in pf. Which is, unfortunately, as I understood it, non-trivial.
...
Detecting which tiles have dangerously large stacks is quick and easy
using a movemap to find which enemies can attack the tile. That can be
implemented in a PF is_pos_dangerous function. Then it is a simple
matter of using that function in the PF for AI unit movement.
Unfortunately, the AI movement function, ai_unit_goto, uses a warmap
(via do_unit_goto) rather than PF, so most of the work for this would be
rewriting ai_unit_goto.
I'm thinking of fixing this problem as part of my improvements to the AI
defence code, PR#10694. However, rewriting ai_unit_goto is only
peripheral to the defence code itself, so I suggest rewriting
ai_unit_goto and have that change reviewed and committed before
implementing a fix to prevent tall stacks.
Any comments or advice? Has anyone tried to alter ai_unit_goto to use PF
before?
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