Follow-up Comment #10, bug #16863 (project freeciv):
The way it currently works is that every unit is computed on its own with the
map as it currently is. If there is a boat somewhere the goto will happily
move 100 units over that boat to cross a channel of water. Then when the
units actualy
Follow-up Comment #9, bug #16863 (project freeciv):
The first idea is to use same pf_map for units which have the same
pf_parameter. So, if they have the same unit type flags, the same unit class
and the same start tile.
Doing combined paths is too complicate for the moment. However, it would
Update of bug #16863 (project freeciv):
Status:None = In Progress
Assigned to:None = pepeto
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Follow-up Comment #8, bug #16863 (project freeciv):
If you're caching goto paths to speed up multiple-unit goto, you're
presumably going to have to be careful with dependencies between units. For
instance, where a Diplomat is affects ZoC, so if you calculate a path
assuming the presence of the
Follow-up Comment #4, bug #16863 (project freeciv):
If I had to solve this I would first build a list of unique units from the
selection. Units that have different tiles, movement points, capabilities,
... Then goto needs to be compute only for those units. This could be still
improved by only
Follow-up Comment #5, bug #16863 (project freeciv):
If I had to solve this I would first build a list of unique
units from the selection. Units that have different tiles,
movement points, capabilities, ... Then goto needs to be compute
only for those units.
This the idea yes (code:
Follow-up Comment #6, bug #16863 (project freeciv):
This could be still improved by only using the fastest and
slowest unit with comparable capabilities on each tile.
I am not sure to understand this sentence, but I doubt this is a good
idea.
Say you have a warrior A (1/3 movement points),
Follow-up Comment #7, bug #16863 (project freeciv):
Say you have a warrior A (1/3 movement points), a warrior B (3/3
movement points) and a horsemen (6/3 movement points) on a
single tile. Then you only need to compute the goto for the
warrior A (to get the maximum number of turns) and
Follow-up Comment #2, bug #16863 (project freeciv):
Also when actualy doing the goto maybe the client could skip showing each
single unit move. Esspecially when moving 100 identical units from the same
tile.
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Follow-up Comment #3, bug #16863 (project freeciv):
This is not the same problem. This is a network problem that would need very
huge work.
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http://gna.org/bugs/?16863
Update of bug #16863 (project freeciv):
Priority: 5 - Normal = 1 - Later
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Follow-up Comment #1:
It cannot really cache it, because it's dependent of the game, the positions
of the units, the
URL:
http://gna.org/bugs/?16863
Summary: faster goto
Project: Freeciv
Submitted by: None
Submitted on: Wednesday 10/13/2010 at 16:15 CEST
Category: agents
Severity: 1 - Wish
Priority: 5 -
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