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[Freeciv-Dev] Re: (PR#12861) evaluate_improvements simplification
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[Freeciv-Dev] Re: (PR#12861) evaluate_improvements simplification

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Subject: [Freeciv-Dev] Re: (PR#12861) evaluate_improvements simplification
From: "Brian Dunstan" <bdunstan149@xxxxxxxxx>
Date: Thu, 21 Apr 2005 15:33:53 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12861 >


--- Benoit Hudson <bh@xxxxxxxxxxxxxxxxxxx> wrote:
> 
> <URL:
> http://bugs.freeciv.org/Ticket/Display.html?id=12861
> >
> 
> On Thu, Apr 21, 2005 at 02:32:20PM -0700, Brian
> Dunstan wrote:
> > 1. makes an iterator for unit activities
> > 2. changes evaluate_improvements from a laundry
> list
> > to an iteration over activity types
> > 6. Shortens the representation of activity values
> in
> > struct ai_city to a single array.  
> 
> These are a great idea; can you cut them out into
> their own patch?

If necessary, yes.

> > 3. moves work by consider_settler_action to
> > evaluate_improvements
> > 4. removes consider_settler_action
> > 5. moves calculation of of climate extras
> > (pplayer->ai.warmth etc) to ai_calc_pollution,
> > ai_calc_fallout
> > 7. Stores values in struct ai_city as the change
> in
> > tile value from taking an action, rather than the
> > absolute total after an action, to avoid an extra
> > function call and calculation in
> evaluate_improvements
> 
> These are probably a good idea but it looks more
> complicated to ensure
> that, as you say, behaviour is unaffected.
> 
>         -- Beno�t

Yes there is no way to ensure that fully; the behavior
at the moment though is not optimal.  There will
likely be changes to behavior in the near future in
any case.

One reason for making a change now is so that it would
be easier to implement (and more imprtant, explain)
ways of solving such problems as delayed pollution
patrol or workers not irrigating enough.

-Brian




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