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Message #02562
thoughts on seafaring in AI
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.
when looking in src/logic/instances.h:
// everything below is at least a PlayerImmovable
FLAG = 40,
ROAD,
PORTDOCK,
// everything below is at least a Building
BUILDING = 100, // Building
CONSTRUCTIONSITE, // Building -- Constructionsite
DISMANTLESITE, // Building -- Dismantlesite
WAREHOUSE, // Building -- Warehouse
PRODUCTIONSITE, // Building -- Productionsite
MILITARYSITE, // Building -- Productionsite -- Militarysite
TRAININGSITE // Building -- Productionsite -- Trainingsite
..I wonder, why the PORTDOCK is not listed together with other buildings?
I would say portdock would be on the same level as
productionsite,militarysite,mine, warehouse and training site. Or does it
belong under "warehouses"?
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'.
What do you think?
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