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Message #08723
Re: [Merge] lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands
It does a job though! :)
>Well, current logic was that if known portspace is found, the ship with probability of 50% search for open sea and if found it sails this direction. Otherwise it sail (keep on sailing) around the current land.
One of the points is that this procedure is also activated when a ship hits an island (on a memorised spot). The new logic rests on two points. 1. make a meaningful decision once on any found port-space, 2. if you hit any known island spot (port-space or other) then seek to leave for open sea again. This new behaviour targets speeding up of the search and this is barely required.
@Tibor You can aid the reformation by adding another call to "expedition_management()" in the case where both holds true: a) ship sails in modus "circle island", b) ship hits a spot which has been noted as "visited" before. I have no idea where the relevant logic is situated, and actually I would prefer if you could jump in here, in case you have an instant knowledge on how to do this mod. Perhaps you can create a branch or state the lines here.
A second point that can be more easily improved is the duration of the AI expedition phase. I found on larger maps this is somewhat too short. If we can make this value, which now probably is a constant, adaptive to the size of the map, this would make a shorthand advancement. Otherwise I would just double the value, which doesn't hurt anyone.
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https://code.launchpad.net/~7010622-q/widelands/topple-seafaring-1/+merge/310436
Your team Widelands Developers is requested to review the proposed merge of lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands.
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