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Message #02584
Re: *** GMX Spamverdacht *** thoughts on seafaring in AI
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 <HolgerRapp@xxxxxxx>:
>
> On 31.07.2014, at 13:00, Tibor Bamhor <tiborb95@xxxxxxxxx> 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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