[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2013-02-12 Thread Marko Lindqvist
Follow-up Comment #15, patch #3383 (project freeciv):

 What is an EC callback ?

Function returning Extra Cost for the move from tile to tile to path finding.

This ticket is now about selection of the safe route to destination only.
Avoiding dangerous destination tiles falls to patch #3384, at least with the
version I'm just finishing.

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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-17 Thread anonymous
Follow-up Comment #14, patch #3383 (project freeciv):

You raise a number of good points. What is an EC callback ?

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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-15 Thread anonymous
Follow-up Comment #12, patch #3383 (project freeciv):

Any thinking results yet ? If you tell me about your preferred way I willing
to implement  test it.


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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-15 Thread Marko Lindqvist
Follow-up Comment #13, patch #3383 (project freeciv):

I'd like to have pathfinding part (tiles enroute) to have extra cost for
dangerous tiles instead of being right off limits. So dangerous route would be
taken only if there is no alternatives, but it would be taken when everything
else fails (note that this path construction time dangerousness is anyway
subject to change before settler actually enters tile - enemy movement can
make tiles dangerous, or remove dangerousness)

Does it have EC callback defined already? If no: simply add one. If yes: can
we easily (without breaking other users) adjust it, or can we make new one
with existing functionality and new functionality combined?

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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #1, patch #3383 (project freeciv):

Minor nitpick: In rulesets that introcude some kind of heavily armored unit
with Settlers flag we may want that unit to work on a bit threatened tiles too
(not so much when it's autosettler for human who can manually override anyway,
but when used by AI)

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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #2, patch #3383 (project freeciv):

How can we check for that ? Looking at attack_strength / defense_strength ?
Can you suggest sane thresholds ?

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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #3, patch #3383 (project freeciv):

Oh, is_square_threatened() checks only against land threats. This should also
prevent autosettler from going to coastal tile which battleship is just about
to sohrebombard.

Maybe adv_danger_at() is the function you want to use? It also makes callback
to AI code so settler armor check could be implemented there - autosettler for
human players would consistently not to enter dangerous tiles (this is *good*
thing; consistency for human players, who can anyway order settlers manually
if they want).

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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #4, patch #3383 (project freeciv):

Where do I find adv_danger_at() ? Grepping through my tarball does not find
anything.


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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #5, patch #3383 (project freeciv):

By the way, I did not consider protection against because they might be
several tiles away (same as air units). Checking an enlarged radius does not
seem to make sense.

But you are right - the battleship could already be at the coast waiting for
us.


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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #6, patch #3383 (project freeciv):

You're working against a release (of which 2.3.2 is latest)? Autosettlers code
has been heavily rarranged to S2_4 (that will become 2.4 release series) and a
bit more to current development version (TRUNK). You should provide feature
patches against TRUNK.

http://freeciv.wikia.com/wiki/Svn


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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #7, patch #3383 (project freeciv):

Yes, this patch was made against 2.3.2. Considered this to be a minor change
that could go into the next small release. I'll check trunk and will provide a
corresponding patch as well.
 

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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #8, patch #3383 (project freeciv):

Using adv_danger_at() won't work unless pf_parameter-can_invade_tile is
extended to pass the unit struct as argument. A quick look into path_finding.c
left me with the impression that this won't work because the calling functions
also don't have the unit at hand. 

Feel free to correct me - I am a novice when it comes to the freeciv code
base.



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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #9, patch #3383 (project freeciv):

Umh, was your modifications inside settler movement handling (goto)? It was
not obvious by simply reading the patch.

Anyway, attached is untested patch for settler not to even consider dangerous
tiles (and to choose another place instead)

(file #16027)
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Additional Item Attachment:

File name: AvoidDangrousSettlerTile.patch Size:0 KB


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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #10, patch #3383 (project freeciv):

No, the change was inside autosettler_enter_territory() since this functions
seemed to be always called when the settler is moving.

If I understand correctly the difference between our patches is that mine
considers the full path while yours considers the destination only ? At least,
that is what I was trying to achieve.  :-)


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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #11, patch #3383 (project freeciv):

Ok, I now see how your patch works. I need to think this one a bit. I see at
least five ways to proceed, each with pros and cons.

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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-07 Thread anonymous
URL:
  http://gna.org/patch/?3383

 Summary: autosettler choose safe tile to work on
 Project: Freeciv
Submitted by: None
Submitted on: Sun 08 Jul 2012 01:24:52 AM UTC
Category: ai
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: lindner_ma...@yahoo.de
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

When an autosettler is about to choose a tile to work on it does not care
about neighboring enemy units, thus the autosettler often is killed as soon as
the enemy unit can attack.

This change makes the autosettler check for danger in the tile's vicinity
before considering to move there.




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File Attachments:


---
Date: Sun 08 Jul 2012 01:24:52 AM UTC  Name:
freeciv-autosettler-choose-safe-tile.patch  Size: 700B   By: None

http://gna.org/patch/download.php?file_id=16016

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