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[Freeciv-Dev] Re: PATCH: city_landlocked_sell_coastal_improvements
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[Freeciv-Dev] Re: PATCH: city_landlocked_sell_coastal_improvements

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To: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: PATCH: city_landlocked_sell_coastal_improvements
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 11 Oct 2001 16:49:41 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, Oct 11, 2001 at 03:24:13PM +0100, Ben Webb wrote:
>       Since the generalised improvements patch to Freeciv (as part of
> the FreecivAC project, at http://freecivac.sf.net/) is still a bit on the
> large side (and would provoke howls of consternation should it ever be
> added to Freeciv-CVS) here is a teeny-tiny part of it. It generalises the
> city_landlocked_sell_coastal_improvements function to use data from
> buildings.ruleset to decide which buildings to sell. I believe it's fairly
> straightforward, and shouldn't cause any problems with the code. I
> certainly can't imagine that it would much affect server performance!
> 
>       In theory, this function could be generalised to handle selling
> buildings that require certain terrain/specials whenever these
> terrain/specials are removed, but I don't want to go messing with all the
> code that currently calls city_landlocked_sell_coastal_improvements right
> now. ;)

Since I don't have a plan about this, you may ask Sebastian Bauer for
inclusion.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "I was dead ... but I'm better now."
    -- Capitain Sheridan in Babylon 5


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