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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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