[Freeciv-Dev] [patch #4858] Use terrain_class rather than move_type in AI

2014-06-28 Thread Emmet Hikory
Update of patch #4858 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4858] Use terrain_class rather than move_type in AI

2014-06-26 Thread Emmet Hikory
Follow-up Comment #1, patch #4858 (project freeciv):

In autogame testing with the Classic ruleset, this seems to cause the AI to
use a much wider variety of units.  Especially noteworthy is the use of
Helicopters and Stealth Fighters in the late game, units which previously the
AI mostly ignored (but which can be very good for certain types of roles).

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4858] Use terrain_class rather than move_type in AI

2014-06-26 Thread Emmet Hikory
URL:
  

 Summary: Use terrain_class rather than move_type in AI
 Project: Freeciv
Submitted by: persia
Submitted on: Fri 27 Jun 2014 05:15:07 AM JST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

The AI currently uses move_type selectors when selecting attackers,
bodyguards, hunters, and settlers.  The attached patch replaces these
selectors with ones based on the terrain_class, and confirms the unit can move
on at least some terrain in that class (using the adv.land_move and
adv.sea_move caches).

This doesn't actually fix any of the core nativity issues, but it does mean
that UMT_BOTH units that otherwise meet the selection criteria are more likely
to be considered acceptable for the role, so in rulesets with limited nativity
extensions (undersea tunnels, tanks that can drive over lakes, riverboats,
cantilevered bridges, etc.), the AI will continue to be able to select
suitable units for these roles.

All of this code ought be replaced in the future with a real solution to the
nativity problems inherent in these constructions, but this should improve
things in the short term.




___

File Attachments:


---
Date: Fri 27 Jun 2014 05:15:07 AM JST  Name:
use-terrain_class-rather-than-move_type-in-AI.patch  Size: 12kB   By: persia



___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev