Re: [Freeciv-Dev] struct government + AI
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Tue, Jun 08, 1999 at 07:24:58PM -0400, Greg Wooledge wrote:
> Peter Schaefer (schaefer@xxxxxx) wrote:
>
> > BTW, is it possible to assign an empire size to a government ?
> > Empire size as in a modificator to the city factor .. .
>
> There already is such a factor, but it's implicit:
>
>
> int content_citizens(struct player *pplayer)
> {
> int cities = city_list_size(&pplayer->cities);
> int content = game.unhappysize;
> int basis = game.cityfactor - (G_DEMOCRACY - pplayer->government);
>
> if (cities > basis)
> content--;
> return content;
> }
>
>
> I pointed out the problems with this code a while back; there may still
> be other places where government values are hard-coded. I haven't
> looked at Sune's patches in great detail, so he(?) may have fixed this
> along with other things.
>
> If it doesn't, then I'd love to see this (G_DEMOCRACY - X) value moved
> into a "government struct", and preferably into a ruleset file.
>
I have been working on replacing the G_ values with elements in
struct government, or with globals (government_when_anarchy for
example). The above is one of the places I still have not fixed,
simply because I was not sure what that calculation does (beyond
the obvious). Not knowing what exactly it does, I could not very
well name the element :-)
Any ideas?
Sune Kirkeby
P.S. Is there are place where documentation for the elements of
struct game are described?
|
|