[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct

2011-01-15 Thread Matthias Pfafferodt
Update of bug #15519 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct

2010-11-19 Thread Matthias Pfafferodt
Follow-up Comment #7, bug #15519 (project freeciv): Of course, this can be done with a hash table. And this is a very good candidate for. Done; see patch #2218. I hope that the use of the hash functions is correct. Mainly, that the data is freed after use (in hash_destroy, hash_replace). If

[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct

2010-11-17 Thread Matthias Pfafferodt
Update of bug #15519 (project freeciv): Category:None = ai Priority: 1 - Later = 5 - Normal Status:None = Ready For Test Planned Release:

[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct

2010-11-17 Thread Matthias Pfafferodt
Follow-up Comment #5, bug #15519 (project freeciv): changes 20101117: * contemplate_new_city() also needs an initiated settler map (see aicity.c) would it possible to use a hash table for the cache map? Thus, only the elements really needed would be saved. Something like: void

[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct

2010-11-17 Thread pepeto
Follow-up Comment #6, bug #15519 (project freeciv): Of course, this can be done with a hash table. And this is a very good candidate for. ___ Reply to this item at: http://gna.org/bugs/?15519