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[Freeciv-Dev] Re: patch: techtree support (PR#405)
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[Freeciv-Dev] Re: patch: techtree support (PR#405)

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To: jjm@xxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: patch: techtree support (PR#405)
From: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Date: Fri, 23 Jun 2000 13:32:55 +1000 (EST)

Jeff Mallatt wrote:
> At 2000/06/22 09:47 , David Pfitzner wrote:
> [snip]
> >Attached is a patch to add a server command 'techtree' to freeciv 
> >to produce the appropriate output.
> 
> My initial reaction is that, hey, this is a good idea, but there are more
> rulesets than just the tech ruleset.  While we don't need to implement all
> the output generators at this time, we may want to think about them.  Do we
> want to add 'techtree', 'unitlist', 'terrainjunk', etc... etc... commands
> to the server, or maybe just one command that takes an argument?  Something
> like:
> 
>     rulesout <ruleset> <output-file>

Thats reasonable (I dislike the proliferation of ailevel commands
similarly...)

Here is a modified patch which implements 'rulesout', with the
only current option being 'rulesout techs', but machinery for
adding others.  The main new code is now in a new module 
rulesout.c (instead of techtree.c).

I also decided to move some of the formatting back to techtree,
to make the freeciv output less techtree-specific, and thus 
possibly useful for purposes other than techtree.  The output
of 'rulesout techs' now contains sections like:

[tech_37]
name="Industrialization"
req0="Railroad"
req1="Banking"
effect0="unit: Transport"
effect1="impr: Factory"
effect2="wonder: Women's Suffrage"
effect3="obs-unit: Galleon"
effect4="obs-wonder: King Richard's Crusade"
effect5="special: pop. pollution"

Regards,
-- David

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