[Freeciv-Dev] Re: patch: techtree support (PR#405)
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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
techtree2.diff.gz
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