[Freeciv] Re: siege
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Sam Steingold <sds@xxxxxxx> writes:
> for each tile and player, define "tile availability" to be a number
> from 0 to 1, and use it to determine the actual benefit derived from
> working the tile by multiplying it by the nominal benefit (food,
> trade &c) and rounding appropriately.
>
> tile availability is defined as follows:
[by an O(n^2) algorithm if I understand it correctly, where n is the
number of units that can reach any of the city's tiles in one turn,
which with railroads could easily be dozens of units, potentially
thousands on a large map]
That might have an adverse impact on performance, since it has to be
calculated each turn for each city.
--
$;=sub{$/};@;=map{my($a,$b)=($_,$;);$;=sub{$a.$b->()}}
split//,"ten.thgirb\@badanoj$/ --";$\=$ ;-> ();print$/
- [Freeciv] siege, Sam Steingold, 2005/08/07
- [Freeciv] Re: siege, Sam Steingold, 2005/08/09
- [Freeciv] Re: siege, Peter Schaefer, 2005/08/09
- [Freeciv] Re: siege,
Jonadab the Unsightly One <=
- [Freeciv] Re: siege, Sam Steingold, 2005/08/10
- [Freeciv] Re: siege, Jonadab the Unsightly One, 2005/08/12
- [Freeciv] Re: siege, Sam Steingold, 2005/08/12
- [Freeciv] Re: siege, Gaël Le Mignot, 2005/08/12
- [Freeciv] Re: siege, Sam Steingold, 2005/08/12
- [Freeciv] Re: siege, Jonadab the Unsightly One, 2005/08/12
[Freeciv] Re: siege, Per Inge Mathisen, 2005/08/27
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