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Re: [Merge] lp:~widelands-dev/widelands/trainingsites_and_teams into lp:widelands

 

I will incorporate your comments of course, thanks for review, and I added one answer to your comment in the diff...

Diff comments:

> 
> === modified file 'src/ai/defaultai.cc'
> --- src/ai/defaultai.cc	2015-05-07 20:46:32 +0000
> +++ src/ai/defaultai.cc	2015-06-29 19:22:37 +0000
> @@ -253,8 +268,17 @@
>  			if (check_economies()) {  // is a must
>  				return;
>  			};
> -			taskDue[ScheduleTasks::kRoadCheck] = gametime + 400;
> -			improve_roads(gametime);
> +			taskDue[ScheduleTasks::kRoadCheck] = gametime + 1000;
> +			// testing 5 roads
> +			{
> +				int32_t roads_to_check = (roads.size() + 1 < 5) ? roads.size() + 1 : 5;
> +				for (int i = 0; i < roads_to_check; i += 1) {
> +					if (improve_roads(gametime)) {
> +						// if significant change takes place do not go on
> +						break;
> +					};
> +				}
> +			}
>  			break;

I will add the comment to code, but take note that improve_roads() checks only 1 road, similarly check_productionsites and check_militarysites - they take one member from front, check it, and push it to the back of vector. This check is usually quite primitive/cheap and it could "waste" one AI think() cycle - AI think once in 0.5 seconds I think. So I simply change it to check 5 roads at once

>  		case ScheduleTasks::kUnbuildableFCheck :
>  			taskDue[ScheduleTasks::kUnbuildableFCheck] = gametime + 4000;


-- 
https://code.launchpad.net/~widelands-dev/widelands/trainingsites_and_teams/+merge/260517
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/trainingsites_and_teams into lp:widelands.


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