Thanks for answers, I am going to look at this functionality as my time allow it.
2014-08-02 12:00 GMT+02:00 Holger Rapp <[email protected]>: > > 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? > > _______________________________________________ > > Mailing list: https://launchpad.net/~widelands-dev > > Post to : [email protected] > > Unsubscribe : https://launchpad.net/~widelands-dev > > More help : https://help.launchpad.net/ListHelp > >
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