On Jul 6, 2005, at 1:51 PM, Andrew Sayers wrote:
...
Well, this seems like a fine set of ideas! As far as I'm concerned, as
long as it doesn't cause any bugs, rewriting Map.cpp seems like a good
thing to do; there's a lot of confusing code in there... ~_~ I just
have a few quibbles though:
Workers looking for resources could follow a compound gradient of:
forbidden_gradient*256*256 +
(253-danger_gradient)*256 +
resource_gradient
Makes a great deal of sense. Problem is, if the closest resources are,
for example, right next to an enemy tower, then won't the glob hover at
the edge of the tower's range? Or am I not understanding something
here?
It strikes me as a better solution that when a space enters a team's
active vision, or is changed while in active vision, that space should
be recalculated.
Thing is, without the 'Magical Knowledge', how do you build your first
inn? You can't order your workers to explore, your Explorers might not
look in the right direction, and the wood isn't always that close...
It would indeed be helpful for globs to not, for instance, go to steal
some enemy-controlled wood you didn't know about and get killed; but I
think they should just prefer visible resources, rather than only using
them...
* Occupied spaces and water spaces (for non-swimming globs) are counted
as forbidden, as well as normal forbidden areas.
That is odd. I often have globs stray into my forbidden areas (and
leave immediately), but I have never seen a glob stray into water or a
building. What's the difference there?
_______________________________________________
glob2-devel mailing list
[email protected]
http://lists.nongnu.org/mailman/listinfo/glob2-devel