Re: Transport system (was: Re: [Widelands-public] Homepage)
Status: Beta
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From: Erik S. <si...@ho...> - 2004-01-17 00:27:38
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onsdagen den 14 januari 2004 20.12 skrev Nicolai Haehnle: > BTW, auto-building of roads is certainly interesting. Not only interesting, it is required (at least for AI players). But how should it be done? I am thinking that since roads are free, they could be built on demand. Suppose the player places a stonecutter's hut. It will request builing materials, say a stone and a plank. Suppose that we find a stone at location A and a plank at location B (of course A and B could be identical (headquarter!)). Roads will be built from A and B to the building site (some pieces along the path may have roads already). Suppose the stonecutter has begun his work. The player orders the construction of a farm close to the stonecutter. The building site requests a stone and a plank. The closest stone is one that the stonecutter has just brought to his home flag. The closest plank is in the headquarter. Roads are built between stonecutter and the farm and between the headquarter and the farm. Complications: 1. With the present roadbased system, a carrier needs to walk to the stonecutter before he can begin carrying the stone to the farm. This will usually take longer time than taking a stone directly from the headquarter to the farm. 2. The current assumption "economy = roadnetwork" has to be changed to "economy = potential roadnetwork". 3. The present rule that 2 adjacent nodes can not both have flags will make it difficult to connect roads. |