Widelands ships6/11/2023 ![]() ![]() Found SDLIMAGE: /opt/local/lib/libSDL_image.dylib Found PNG: /opt/local/lib/libpng.dylib (found version "1.5.13") Found ZLIB: /usr/lib/libz.dylib (found version "1.2.3") Version of Widelands Build is bzr6441(Release) Found PythonInterp: /opt/local/bin/python (found version "2.7.3") Found OpenGL: /System/Library/Frameworks/amework Check for working CXX compiler: /usr/bin/c++ - works Check for working CXX compiler: /usr/bin/c++ Checking whether CXX compiler supports OSX deployment target flag - yes Checking whether CXX compiler supports OSX deployment target flag ![]() Checking whether CXX compiler has -isysroot - yes Checking whether CXX compiler has -isysroot Check for working C compiler: /usr/bin/gcc - works Check for working C compiler: /usr/bin/gcc Checking whether C compiler supports OSX deployment target flag - yes Checking whether C compiler supports OSX deployment target flag Checking whether C compiler has -isysroot - yes Checking whether C compiler has -isysroot The CXX compiler identification is GNU 4.0.1 The C compiler identification is GNU 4.0.1 I just want to mention the points above to avoid that ships get stuck.Building the game manually as it is described on the widelands wiki page ( ) isn´t successful either. What happens if both ships have the same distance?Īlthough I have found lots of problems: I am not against the fact that ships need a certain space when they move (that is the reason why we have this discussion aabout evasion maneuvers and narrow areas), on the contrary, I think it will make the game look better. The way the ships have travelled through the narrow area would have to be saved or the shortest way out has always to be calculated when two ships meet. I think it is only a bit annoying if the ship waits although there is no need.Ģ. (Do you understand what I mean?) I do not think that that is a big problem, but while we are discussing about it, I just wanted to mention it. But it waits uselessly because if it entered immediatly, ship 2 would have passed the junction before ship 1 arrives. Depending on how a narrow area will defined, ship 2 will maybe not enter because ship 1 drives in opposite direction. Ship 1 drives from top to bottom, ship 2 from left to top. The quite unprobable case that a narrow area has three exits: What happens if the ship in the passage (that drives in the same direction as the second one does, so it has entered) suddenly turns around (because the destination port is destroyed, related to bug 975091, maybe depending on how that will be dealt with), so that both ships meet in the narrow area? You have to look if the ship that is inside drives in the same direction as the second ship (then it can enter) or in the opposite direction (then it has to wait). In general: How can a narrow passage be recognized by the ships (in reference to programming)?ġ. ![]() Of course, the official map designers should try to avoid narrow areas, but nevertheless, the problem has to be faced (if they do not watch out or for inofficial, self-designed maps).īoth ideas fuchur posted can work, although I prefer number 1 because a ship that turns around seems a bit silly and will not look for graphic reasons. I agree with fuchur that it is more important that ships move at all than a good-looking evasion maneuver. On the contrary, your own ships could interfere with themselves. As you can't control the course of a ship or the time when it will be at a certain position there is no tactical use. Of course I'd prefer map designers to avoid these narrow passages. As criterion for the decission which ship the turning one is, I'd suggest the length of the already travelled path in the narrow passage. When they meet one has to turn around and go back until the other can pass. Both ships can enter a narrow passage from both ends. If one is already in the critical area the ship has to way until the passage is free.Ģ. Before a ship enters a narrow passage the path must be checked for other ships. A stuck soldier might be annoying, a stuck ship, maybe your only one on expedition, is quite painfull.įor the narrow area I would say that there are two options:ġ. But I'd say it's more important to have ships travelling without problems than an evasion maneuver. I don't know how difficult it is to implement the feature without the rist of "stuck ships". ![]()
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