[Freeciv-Dev] Re: (PR#11601) likely_ocean() cheats
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11601 >
Updated against CVS.
- ML
diff -Nurd -X.diff_ignore freeciv/ai/aiexplorer.c freeciv/ai/aiexplorer.c
--- freeciv/ai/aiexplorer.c 2005-05-29 11:27:49.671875000 +0300
+++ freeciv/ai/aiexplorer.c 2005-05-29 11:56:40.421875000 +0300
@@ -38,40 +38,28 @@
**************************************************************************/
static int likely_ocean(struct tile *ptile, struct player *pplayer)
{
- int sum;
-
+ int ocean = 0;
+ int land = 0;
+
+ /* We do not check H_MAP here, it should be done by map_is_known() */
if (map_is_known(ptile, pplayer)) {
/* we've seen the tile already. */
return (is_ocean(tile_get_terrain(ptile)) ? 100 : 0);
}
-
- /* Now we're going to do two things at once. We're going to see if
- * we know any cardinally adjacent tiles, since knowing one will
- * give a guaranteed value for the centre tile. Also, we're going
- * to count the non-cardinal (diagonal) tiles, and see how many
- * of them are ocean, which gives a guess for the ocean-ness of
- * the centre tile. */
- sum = 50;
+
+ /* The central tile is likely to be the same as the
+ * nearby tiles. */
adjc_dir_iterate(ptile, ptile1, dir) {
if (map_is_known(ptile1, pplayer)) {
- if (is_cardinal_dir(dir)) {
- /* If a tile is cardinally adjacent, we can tell if the
- * central tile is ocean or not by the appearance of
- * the adjacent tile. So, given that we can tell,
- * it's fair to look at the actual tile. */
- return (is_ocean(tile_get_terrain(ptile)) ? 100 : 0);
+ if(is_ocean(tile_get_terrain(ptile1))) {
+ ocean++;
} else {
- /* We're diagonal to the tile in question. So we can't
- * be sure what the central tile is, but the central
- * tile is likely to be the same as the nearby tiles.
- * If all 4 are water, return 90; if all 4 are land,
- * return 10. */
- sum += (is_ocean(tile_get_terrain(ptile1)) ? 10 : -10);
+ land++;
}
}
} adjc_dir_iterate_end;
- return sum;
+ return 50 + (50 / map.num_valid_dirs * (ocean - land));
}
/***************************************************************
@@ -91,7 +79,7 @@
* ie are unlikely to be ocean, the tile is likely to be coastline, so
* likely will approach 100. If all approach 100, likely will
* approach zero. */
- likely += (50 - t) / 8;
+ likely += (50 - t) / map.num_valid_dirs;
} adjc_iterate_end;
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