[Freeciv-Dev] [bug #16863] faster goto

2010-10-24 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16863] faster goto

2010-10-23 Thread pepeto
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

[Freeciv-Dev] [bug #16863] faster goto

2010-10-22 Thread pepeto
Update of bug #16863 (project freeciv): Status:None = In Progress Assigned to:None = pepeto ___ Reply to this item at:

[Freeciv-Dev] [bug #16863] faster goto

2010-10-22 Thread Jacob Nevins
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

[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread pepeto
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:

[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread Goswin von Brederlow
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),

[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread pepeto
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

[Freeciv-Dev] [bug #16863] faster goto

2010-10-16 Thread Goswin von Brederlow
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. ___ Reply to this item at:

[Freeciv-Dev] [bug #16863] faster goto

2010-10-16 Thread pepeto
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. ___ Reply to this item at: http://gna.org/bugs/?16863

[Freeciv-Dev] [bug #16863] faster goto

2010-10-15 Thread pepeto
Update of bug #16863 (project freeciv): Priority: 5 - Normal = 1 - Later ___ Follow-up Comment #1: It cannot really cache it, because it's dependent of the game, the positions of the units, the

[Freeciv-Dev] [bug #16863] faster goto

2010-10-13 Thread anonymous
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 -