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[Freeciv-Dev] (PR#12861) evaluate_improvements simplification
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To: bdunstan149@xxxxxxxxx
Subject: [Freeciv-Dev] (PR#12861) evaluate_improvements simplification
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 23 Apr 2005 19:26:41 -0700
Reply-to: bugs@xxxxxxxxxxx

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

BTW here is my modified version of the patch.
? diff
Index: common/city.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/city.h,v
retrieving revision 1.206
diff -u -r1.206 city.h
--- common/city.h       21 Apr 2005 21:37:34 -0000      1.206
+++ common/city.h       24 Apr 2005 01:23:38 -0000
@@ -180,16 +180,9 @@
                                    avoiding paradox */
   bool celebrate;               /* try to celebrate in this city */
 
-  /* Used for caching when settlers evalueate which tile to improve,
-     and when we place workers. */
-  signed short int detox[CITY_MAP_SIZE][CITY_MAP_SIZE];
-  signed short int derad[CITY_MAP_SIZE][CITY_MAP_SIZE];
-  signed short int mine[CITY_MAP_SIZE][CITY_MAP_SIZE];
-  signed short int irrigate[CITY_MAP_SIZE][CITY_MAP_SIZE];
-  signed short int road[CITY_MAP_SIZE][CITY_MAP_SIZE];
-  signed short int railroad[CITY_MAP_SIZE][CITY_MAP_SIZE];
-  signed short int transform[CITY_MAP_SIZE][CITY_MAP_SIZE];
-  signed short int tile_value[CITY_MAP_SIZE][CITY_MAP_SIZE];
+  /* Used for caching change in value from a worker performing
+   * a particular activity on a particular tile. */
+  int act_value[ACTIVITY_LAST][CITY_MAP_SIZE][CITY_MAP_SIZE];
 
   /* so we can contemplate with warmap fresh and decide later */
   /* These values are for builder (F_SETTLERS) and founder (F_CITIES) units.
Index: common/fc_types.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/fc_types.h,v
retrieving revision 1.19
diff -u -r1.19 fc_types.h
--- common/fc_types.h   18 Apr 2005 06:52:50 -0000      1.19
+++ common/fc_types.h   24 Apr 2005 01:23:38 -0000
@@ -46,6 +46,7 @@
 typedef int Specialist_type_id;
 typedef int Impr_Type_id;
 typedef enum output_type Output_type_id;
+typedef enum unit_activity Activity_type_id;
 typedef int Nation_Type_id;
 typedef int Team_Type_id;
 
Index: common/unit.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/unit.h,v
retrieving revision 1.140
diff -u -r1.140 unit.h
--- common/unit.h       20 Apr 2005 02:57:06 -0000      1.140
+++ common/unit.h       24 Apr 2005 01:23:38 -0000
@@ -209,6 +209,17 @@
   } \
 }
 
+/* Iterates over the types of unit activity. */
+#define activity_type_iterate(act)                                         \
+{                                                                          \
+  Activity_type_id act;                                                        
    \
+                                                                           \
+  for (act = 0; act < ACTIVITY_LAST; act++) {
+
+#define activity_type_iterate_end                                          \
+  }                                                                        \
+}
+
 struct unit *unit_list_find(const struct unit_list *This, int id);
 
 void unit_list_sort_ord_map(struct unit_list *This);
Index: server/settlers.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/settlers.c,v
retrieving revision 1.229
diff -u -r1.229 settlers.c
--- server/settlers.c   23 Apr 2005 17:40:29 -0000      1.229
+++ server/settlers.c   24 Apr 2005 01:23:39 -0000
@@ -861,9 +861,6 @@
   generate_warmap(mycity, punit);
 
   city_list_iterate(pplayer->cities, pcity) {
-#ifdef REALLY_DEBUG_THIS
-    freelog(LOG_DEBUG, "Evaluating improvements for %s...", pcity->name);
-#endif
     /* try to work near the city */
     city_map_checked_iterate(pcity->tile, i, j, ptile) {
       if (get_worker_city(pcity, i, j) == C_TILE_UNAVAILABLE
@@ -886,93 +883,50 @@
 
        /* now, consider various activities... */
 
-       time = mv_turns
-         + get_turns_for_activity_at(punit, ACTIVITY_IRRIGATE, ptile);
-       consider_settler_action(pplayer, ACTIVITY_IRRIGATE, -1,
-                               pcity->ai.irrigate[i][j], oldv, in_use, time,
+       activity_type_iterate(act) {
+         if (pcity->ai.act_value[act][i][j] >= 0
+             && can_unit_do_activity_targeted_at(punit, act, 
+                                                 S_NO_SPECIAL, ptile)) {
+           int extra = 0;
+
+           time = mv_turns + get_turns_for_activity_at(punit, act, ptile);
+           if (act == ACTIVITY_ROAD) {
+             extra = road_bonus(ptile, S_ROAD) * 5;
+             if (can_rr) {
+               /* if we can make railroads eventually, consider making
+                * road here, and set extras and time to to consider
+                * railroads in main consider_settler_action call */
+               consider_settler_action(pplayer, ACTIVITY_ROAD,
+                               extra,
+                               pcity->ai.act_value[ACTIVITY_ROAD][i][j],
+                               oldv, in_use, time,
                                &best_newv, &best_oldv, best_act, best_tile,
                                ptile);
 
-       if (unit_flag(punit, F_TRANSFORM)) {
-         time = mv_turns
-           + get_turns_for_activity_at(punit, ACTIVITY_TRANSFORM, ptile);
-         consider_settler_action(pplayer, ACTIVITY_TRANSFORM, -1,
-                                 pcity->ai.transform[i][j], oldv, in_use, time,
-                                 &best_newv, &best_oldv, best_act, best_tile,
-                                 ptile);
-       }
-
-       time = mv_turns
-         + get_turns_for_activity_at(punit, ACTIVITY_MINE, ptile);
-       consider_settler_action(pplayer, ACTIVITY_MINE, -1,
-                               pcity->ai.mine[i][j], oldv, in_use, time,
-                               &best_newv, &best_oldv, best_act, best_tile,
-                               ptile);
+               act = ACTIVITY_RAILROAD;
 
-       if (!tile_has_special(ptile, S_ROAD)) {
-         time = mv_turns
-           + get_turns_for_activity_at(punit, ACTIVITY_ROAD, ptile);
-         consider_settler_action(pplayer, ACTIVITY_ROAD,
-                                 road_bonus(ptile, S_ROAD) * 5,
-                                 pcity->ai.road[i][j], oldv, in_use, time,
-                                 &best_newv, &best_oldv, best_act, best_tile,
-                                 ptile);
-
-         if (can_rr) {
-           /* Count road time plus rail time. */
-           time += get_turns_for_activity_at(punit, ACTIVITY_RAILROAD, ptile);
-           consider_settler_action(pplayer, ACTIVITY_ROAD,
-                                   road_bonus(ptile, S_RAILROAD) * 3,
-                                   pcity->ai.railroad[i][j], oldv,
-                                   in_use, time,
+               /* Count road time plus rail time. */
+               time += get_turns_for_activity_at(punit, ACTIVITY_RAILROAD,
+                                                 ptile);
+             }
+           } else if (act == ACTIVITY_RAILROAD) {
+             extra = road_bonus(ptile, S_RAILROAD) * 3;
+           } else if (act == ACTIVITY_FALLOUT) {
+             extra = pplayer->ai.frost;
+           } else if (act == ACTIVITY_POLLUTION) {
+             extra = pplayer->ai.warmth;
+           }
+
+           consider_settler_action(pplayer, act,
+                                   extra,
+                                   pcity->ai.act_value[act][i][j],
+                                   oldv, in_use, time,
                                    &best_newv, &best_oldv,
                                    best_act, best_tile,
                                    ptile);
-         }
-       } else if (!tile_has_special(ptile, S_RAILROAD)
-                  && can_rr) {
-         time = mv_turns
-           + get_turns_for_activity_at(punit, ACTIVITY_RAILROAD, ptile);
-         consider_settler_action(pplayer, ACTIVITY_RAILROAD,
-                                 road_bonus(ptile, S_RAILROAD) * 3,
-                                 pcity->ai.railroad[i][j], oldv, in_use, time,
-                                 &best_newv, &best_oldv,
-                                 best_act, best_tile,
-                                 ptile);
-       } /* end S_ROAD else */
-
-       if (tile_has_special(ptile, S_POLLUTION)) {
-         time = mv_turns
-           + get_turns_for_activity_at(punit, ACTIVITY_POLLUTION, ptile);
-         consider_settler_action(pplayer, ACTIVITY_POLLUTION,
-                                 pplayer->ai.warmth,
-                                 pcity->ai.detox[i][j], oldv, in_use, time,
-                                 &best_newv, &best_oldv,
-                                 best_act, best_tile,
-                                 ptile);
-       }
-      
-       if (tile_has_special(ptile, S_FALLOUT)) {
-         time = mv_turns
-           + get_turns_for_activity_at(punit, ACTIVITY_FALLOUT, ptile);
-         consider_settler_action(pplayer, ACTIVITY_FALLOUT,
-                                 pplayer->ai.frost,
-                                 pcity->ai.derad[i][j], oldv, in_use, time,
-                                 &best_newv, &best_oldv,
-                                 best_act, best_tile,
-                                 ptile);
-       }
-
-#ifdef REALLY_DEBUG_THIS
-       freelog(LOG_DEBUG,
-               "(%d %d) I=%+-4d O=%+-4d M=%+-4d R=%+-4d RR=%+-4d P=%+-4d 
N=%+-4d",
-               i, j,
-               pcity->ai.irrigate[i][j], pcity->ai.transform[i][j],
-               pcity->ai.mine[i][j], pcity->ai.road[i][j],
-               pcity->ai.railroad[i][j], pcity->ai.detox[i][j],
-               pcity->ai.derad[i][j]);
-#endif
-      } /* end if we are a legal destination */
+         } /* endif: can the worker perform this action */
+       } activity_type_iterate_end;
+      } /* endif: are we travelling to a legal destination? */
     } city_map_checked_iterate_end;
   } city_list_iterate_end;
 
@@ -1168,13 +1122,9 @@
     int best = best_worker_tile_value(pcity);
 
     city_map_iterate(city_x, city_y) {
-      pcity->ai.detox[city_x][city_y] = -1;
-      pcity->ai.derad[city_x][city_y] = -1;
-      pcity->ai.mine[city_x][city_y] = -1;
-      pcity->ai.irrigate[city_x][city_y] = -1;
-      pcity->ai.transform[city_x][city_y] = -1;
-      pcity->ai.road[city_x][city_y] = -1;
-      pcity->ai.railroad[city_x][city_y] = -1;
+      activity_type_iterate(act) {
+       pcity->ai.act_value[act][city_x][city_y] = -1;
+      } activity_type_iterate_end;
     } city_map_iterate_end;
 
     city_map_checked_iterate(pcity->tile,
@@ -1184,24 +1134,24 @@
       enum tile_special_type old_special = ptile->special;
 #endif
 
-      pcity->ai.detox[city_x][city_y]
+      pcity->ai.act_value[ACTIVITY_POLLUTION][city_x][city_y] 
        = ai_calc_pollution(pcity, city_x, city_y, best, ptile);
-      pcity->ai.derad[city_x][city_y] =
-       ai_calc_fallout(pcity, pplayer, city_x, city_y, best, ptile);
-      pcity->ai.mine[city_x][city_y]
+      pcity->ai.act_value[ACTIVITY_FALLOUT][city_x][city_y]
+       = ai_calc_fallout(pcity, pplayer, city_x, city_y, best, ptile);
+      pcity->ai.act_value[ACTIVITY_MINE][city_x][city_y]
        = ai_calc_mine(pcity, city_x, city_y, ptile);
-      pcity->ai.irrigate[city_x][city_y]
+      pcity->ai.act_value[ACTIVITY_IRRIGATE][city_x][city_y]
         = ai_calc_irrigate(pcity, pplayer, city_x, city_y, ptile);
-      pcity->ai.transform[city_x][city_y]
+      pcity->ai.act_value[ACTIVITY_TRANSFORM][city_x][city_y]
        = ai_calc_transform(pcity, city_x, city_y, ptile);
 
       /* road_bonus() is handled dynamically later; it takes into
        * account settlers that have already been assigned to building
        * roads this turn. */
-      pcity->ai.road[city_x][city_y]
+      pcity->ai.act_value[ACTIVITY_ROAD][city_x][city_y]
        = ai_calc_road(pcity, pplayer, city_x, city_y, ptile);
-      pcity->ai.railroad[city_x][city_y] =
-       ai_calc_railroad(pcity, pplayer, city_x, city_y, ptile);
+      pcity->ai.act_value[ACTIVITY_RAILROAD][city_x][city_y]
+       = ai_calc_railroad(pcity, pplayer, city_x, city_y, ptile);
 
       /* Make sure nothing was accidentally changed by these calculations. */
       assert(old_terrain == ptile->terrain && old_special == ptile->special);

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