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[Freeciv-Dev] Re: (PR#11995) Stupid AI Creates Tall Stacks

[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: >

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 

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