some more ideas to speed it up:
1. use the region lua command instead of going through the quadrant 
coordinates. 
a) first it is working in a circular manner which reflects better the conquer 
radius. 
b) Second it will not evaluate the superfluous corner fields (which are lot in 
a radius 12 case). 
c) Third it can be used in tranches from the inside to the outside using r1 and 
r2 which will allow to break the calculation as soon as a nearby suitable 
building will be found. 

2. we might reconsider which field is valuable (in my perspective just walkable 
fields are not valuable, only if there can be build a flag/road) which might 
reduce the number of fields to be calculated in total. 

some problems of the algorithm to be suitable for every map:
1. taking seafaring into account currently all small islands will be counted as 
long as there are two building spots, although they won't be accessible due to 
no port.
2. same is for hidden valleys in the mountains or similar.

one question:
are you sure that an immovable on the map will hide a caps. in my understanding 
of the documentation f.immovable is independent of has_caps. 


-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1810062-territorial-calculations/+merge/361366
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into 
lp:widelands.

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