On 31.07.2014, at 13:00, Tibor Bamhor <[email protected]> wrote:

> Hi,
> 
> I was thinking about seafaring under AI, but on the begining some technical 
> details should be made clear.
> 
> For barbarians two buildings are relevant in this regard:
> 
> shipyard - from standpoint of AI it is PRODUCTIONSITE, no problem here
> port - Here I dont know what it is.

A port is a Warehouse with an associated PortDock. The PortDock is a 
PlayerImmovable that sits in the water on a field close to its Warehouse). The 
PortDock should not be touched by the AI, it will need to do all of its 
interaction with the associated warehouse (the Port).
 
> ..I wonder, why the PORTDOCK is not listed together with other buildings?
It is no building.

> 
> I would say portdock would be on the same level as 
> productionsite,militarysite,mine, warehouse and training site. Or does it 
> belong under "warehouses”?

No, neither :). But as said, the AI should only ever deal with the Warehouse, 
the PortDock is only important for the economy an ships.

> AI currently keeps information about buildings in two std::vectors: 
> productionsites and militarysites. Perhaps third one, named f.e. 'portsites' 
> is good idea? At least from the standpoing of 'management of buildings’.

You can just ask every warehouse::get_portdock(). If this returns nullptr, it 
is a plain Warehouse, otherwise it is a Port.

> 
> What do you think?
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