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Re: [glob2-devel] patch with improvements: brushes (6), fix AI cheating


From: Joe Wells
Subject: Re: [glob2-devel] patch with improvements: brushes (6), fix AI cheating (2), explorers (4), other GUI (7)
Date: Wed, 02 May 2007 17:55:55 +0100
User-agent: Gnus/5.11 (Gnus v5.11) Emacs/22.0.50 (gnu/linux)

Leo Wandersleb <address@hidden> writes:

> Joe Wells wrote:
>>> (i want farming areas)
>> 
>> What do you mean by that?
>
> an area brush i can strike over an area and automatically get
> checkerboard forbidden with the effect of clearing flags so wheat
> (wood) expands and all other get cleared possibly switching to
> semi-checkerboard as soon as expansion worked.

Combining areas with clearing flags and switching patterns
automatically after the farm grows is beyond the scope of what the
brushes should do.  I suggest this kind of thing should be done by
pairing with an AI.  You can pair with an AI already, but you then end
up competing with the AI for control of buildings/flags/areas.  There
would need to be an interface to communicate with the AI and a way to
request some behaviors but not others.  Plus someone would need to
write an AI with the right behavior.  Just a simple matter of
programming, no doubt done by next week.  :-)

>>> no effect means you click 3red on 3red. that would mean remove 3 red.
>>> if you click with all effect or with little effect (3red on 2 red) it
>>> takes the chosen effect.
>> 
>> Good idea.  You want to implement it?  :-)
>
> hehe! that would meen stop talking and touching code ...

You could start from what I did.  You would need to extend the code
that tests whether the area brush click would have an effect.  Right
now it is written only for the case of a single map cell.  That needs
to be generalized to larger brushes.

>> Actually, that's a nice idea.  A shape distinction would be easy,
>> because there is already code for rectangles and circles.  Rectangles
>> could mean adding and circles could mean deleting.  That would need
>> only minimal programming.
>
> how about little pluses and minuses in red/blue/yellow? that would be
> user friendly ;)

Maybe.  But someone has to program them, or do some artwork for them.
The rectangles and circles are already there, and it is visually easy
to tell the difference.

>>>> Basically, I use 2.41 instead of 2 in one place, because 2.41 is the
>>>> mathematically correct value.
>>>
>>> in what place ecxactly?
>> 
>> Search for “241” in Unit.cpp.  I have added a comment with the
>> mathematical explanation.
>
> for explorers going for some target this should not speed up things as
> they always will go abs(dx-dy) straight and min(dx,dy) diagonally.
> for random movement=exploration this might speed things up.

Huh?

>> Don't have time to try now.  I had to delete all my glob2 stuff to
>> make sure I don't spend any of my extra time on it for the next few
>> weeks.
>
> :/// that's sad news. i hoped to see a new glob2 guru.

I hope it is just temporary.

>>> now i found another problem: direction keys don't work anymore. i need
>>> cell-wise arrow keys to paint forbidden areas on straigh lines.
>> 
>> Can you describe this a bit more?  What used to work?  And what
>> happens now?
>
> nothing happens on direction keys.

The arrow keys never work at all (this would be very serious!), or
they don't work when dragging to paint an area (still serious, but not
as scary)?

>>>>> ???? please clearify
>>>>
>>>> With my patch, when I set this environment variable, I have to hold
>>>> down the control key while using the “scroll wheel” to change
>>>> requested worker numbers.  The problem is that I don't actually have a
>>>> scroll wheel, but instead I have a touchpad which simulates a scroll
>>>> wheel using a small strip on the right edge of the touchpad.  This
>>>> means without my patch I get *lots* of accidental adjustments to the
>>>> requested worker numbers.
>>>
>>> can this go into basic settings? environment variable sound complicated for 
>>> noobs.
>> 
>> You are correct: this kind of thing should go into the settings.  I
>> don't know how to do that and I don't have time right now to figure it
>> out.  But I desperately needed the fix, so I did something.
>
> will see what i can do.

That would be lovely.

> that's one of the more ugly parts for my taste.

:-)

> Also i will have to upload the new tiles and test for different
> dimmnesses what i would need new tiles again!?

Huh?

-- 
Joe




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