[Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation
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Subject: |
[Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation |
From: |
"Per I. Mathisen" <per@xxxxxxxxxxx> |
Date: |
Thu, 7 Apr 2005 00:36:10 -0700 |
Reply-to: |
bugs@xxxxxxxxxxx |
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12734 >
On Wed, 6 Apr 2005, Benoit Hudson wrote:
> On Wed, Apr 06, 2005 at 04:13:49PM -0700, Jason Short wrote:
> > We should already change the interface a bit to allow partial
> > placements (placement of one new worker without redistributing
> > any existing ones).
>
> I'll code this up.I think the interface should be to add
> /* don't rearrange these workers */
> struct {
> bool workers[CITY_MAP_SIZE][CITY_MAP_SIZE];
> int specialists[SP_COUNT];
> } fixed;
> to the cm_parameter.
From my memory of its likely usage, I think it would be better to tell CM
to redistribute N specialists of type S - in default's case N elvises.
Whenever we add a citizen, we add an elvis, then rearrange. Whenever a
unit bounches off a citizen from a tile, it becomes an elvis, then we
rearrange. And so on. The suggestion above is a bit heavyweight on the
preprocessing stage, IMHO.
- Per
- [Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation, Jason Short, 2005/04/06
- [Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation, Vasco Alexandre da Silva Costa, 2005/04/06
- [Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation, Benoit Hudson, 2005/04/06
- [Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation, Benoit Hudson, 2005/04/06
- [Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation, Jason Short, 2005/04/06
- [Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation,
Per I. Mathisen <=
- [Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation, Per I. Mathisen, 2005/04/07
- [Freeciv-Dev] Re: (PR#12734) A new, fast and greedy CM implementation, Per I. Mathisen, 2005/04/10
- [Freeciv-Dev] (PR#12734) calculate city's lux need, Per I. Mathisen, 2005/04/11
- [Freeciv-Dev] (PR#12734) calculate city's lux need, Per I. Mathisen, 2005/04/11
- [Freeciv-Dev] (PR#12734) quick&dirty CM v5, Per I. Mathisen, 2005/04/11
- [Freeciv-Dev] Re: (PR#12734) calculate city's lux need, Benoit Hudson, 2005/04/12
- [Freeciv-Dev] Re: (PR#12734) calculate city's lux need, Jason Short, 2005/04/12
- [Freeciv-Dev] Re: (PR#12734) calculate city's lux need, Per I. Mathisen, 2005/04/13
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