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[Freeciv-Dev] Re: OO model for Freeciv?
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[Freeciv-Dev] Re: OO model for Freeciv?

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To: Lalo Martins <lalo@xxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: OO model for Freeciv?
From: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Date: Tue, 2 May 2000 14:43:05 -0500

On Tue, May 02, 2000 at 04:28:28PM -0300, Lalo Martins wrote:
> But the sets of people interested in each project are disjoint.
> Having a bunch of madpeople converting to C++ won't stop the
> other coders adding features. I, for one, have contributed a
> negligible ammount of code in all the time I've been in the
> project, mostly because I can't afford the time to read the
> whole source code and understand its structure and style.

        But that's just the point.  You don't have to.
        I recently pointed out two projects that would require little
coding expertise.  They simply require a background knowledge of what
actions are available and/or what the rules *should* be.  Most of the code
can be cut-and-pasted from what's there.

extending diplomat activities in ai/aihand:ai_manage_diplomat()
fixing combat rules in server/unitfunc.c:unit_versus_unit() (mishandles
shore bombardment and Pearl Harbor cases)
        
-- 
Anthony J. Stuckey                              stuckey@xxxxxxxxxxxxxxxxx
"And they said work hard, and die suddenly, because it's fun."
        -Robyn Hitchcock.



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