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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: Thue Janus Kristensen <thue@xxxxxxx>
Date: Tue, 2 May 2000 21:54:41 +0200

On Tue, 02 May 2000, Tony Stuckey wrote:
> 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)

Better calculation of winning chance in server/autoattack.c should also
be possible with relatively little freeciv code knowledge.

-Thue



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