On 9 Aug 2001, Mike Earl wrote:
>On 07 Aug 2001 13:18:38 +0300, Jan Ekholm wrote:
>> I did some rethinking the other day, and came up with *why* I put in the
>> members in the first place... A unit will pick a target and keep it until
>> otherwise ordered. It will be kept even if the unit moves, changes mode or
>> does some other orders in between. It thus does not follow the normal
>> system for orders/plans.
>> What do you think? Would this justify the members? The members also make
>> target visualization very easy.
>Hm, perhaps. I suppose working code would convince me. :) Right now I
>see the damagecmd you suggested as the next thing on the critical path,
>but my time is pretty short for the next week.
So is mine for a few more weeks. When I'm back from our honeymoon I'll do
some real hacking again. Almost feel guilty for doing nada for a while.
I think the visualization is the most important "win" we'd get, and the
painting is done at least once every second for the full game, so winning
something there can be worthwile.
The plans that get sent back to the clients regarding combat (Shirmish,
Attack and Assault) would all set the target and attack mode for the
>Should unit.getActivePlan (think that's the name, not checking code
>right now) return null if plan has not yet reached its active turn?
>I was thinking one check here can remove the checks in each plan.
Hmm, this is again a case where once change at one place could save a lot
of code. As such it's a good idea, and I'll try to go through the code and
see if it would be a big deal to implement.
>Should (otherwise) idle units return some default plan, to rest if
>nothing else? Or is some kind of event-driven system called for to
>handle, eg, an idle unit changing automatically to skirmish mode if an
>enemy unit approaches...
This I think should be part of the server. It should contain some "pseudo
AI" code that allows units to react to obvious stimuli. A unit would I
think always fire back at an enemy if possible, unless explicitely ordered
to hold off fire or hide.
The server should periodically check all units (maybe after resolving
combat) to see if there is some automatic orders that can be given.
Clients should be dumb wrt this, I think.
>PS - Hope you don't get two copies, Chakie; my ISP seems to have added
>some SMTP, um, 'enhancements' that conflict with SF anti-spam filters.
>Haven't had time to chace down all parties involved yet.
Only one. I CC this to the mailing list so that others get to see it too.
Wonder what SF has activated?
Real children don't go hoppity-skip unless they are on drugs.
-- Susan Sto Helit, in Hogfather (Terry Pratchett)