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Re: [glob2-devel] New unit allocation system almost done


From: Stéphane Magnenat
Subject: Re: [glob2-devel] New unit allocation system almost done
Date: Wed, 21 Mar 2007 08:39:37 +0100
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> Here is a quick summary of how it works:
>
> 1) Buildings that need units subscribe to a one global call list,
> which is maintained in a sorted order
> 2) When a building has enough units, it calls updateCallLists which
> will remove it from this call list, and it will no longer be given the
> oppportunity to hire units.
> 3) Any buildings on the call list are given the oppurtoninty to hire
> units. They choose units that are closer, and have the ressource they
> want first, and then units that have no ressource second, and units
> that have an unwanted ressource third. This is also fairly simple, but
> highly effective.
> 4) Flags operate the same way, they are on the same call list and are
> prioritized with the other buildings.
> 5) Units that aren't hired by a building wait 32 ticks for a job, then
> head to a racetrack/swimmingpool/school to upgrade, because if they
> aren't hired, that means that they couldn't have been hired. 32 ticks
> is just over a second, it doesn't take units long to decide what they
> should be doing.

Nice, this should go in the doc ;-)

Steph


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