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[Freeciv-Dev] Re: (PR#13539) Fix AI tile effect miscalculation
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[Freeciv-Dev] Re: (PR#13539) Fix AI tile effect miscalculation

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13539) Fix AI tile effect miscalculation
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 25 Jul 2005 17:51:59 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13539 >

Per I. Mathisen wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13539 >
> 
> On Mon, 25 Jul 2005, Jason Short wrote:
> 
>>Adding this new function isn't the right solution.The right solution
>>is to find the actual cause of the problem.One suspect I have is the
>>recent change that set tile output to 0 for unknown tiles (required for
>>the client; even before the terrain-pointer change this caused a buffer
>>underrun).Since the AI has no incentive to explore and autoexplorers
>>generally don't explore your citymap areas this may cause settlers to be
>>undervalued.
> 
> 
> Hmm? I know the cause of the problem. This function is used after
> experimentally adding a new building in the buildings evaluation code in
> the AI. However, since we do not run generic_city_refresh(), the cache is
> not updated, so we query the wrong values, making it seem like Harbour et
> al do not confer any bonuses. So obviously we need a function that
> bypasses the cached values.

No, you just need to call generic_city_refresh before using it...

-jason





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