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[Freeciv-Dev] Re: Ruleset Development - improvements
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[Freeciv-Dev] Re: Ruleset Development - improvements

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To: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Cc: Petr Baudis <pasky@xxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Ruleset Development - improvements
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 4 Dec 2001 20:55:07 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Tue, Dec 04, 2001 at 07:45:03PM +0000, Ben Webb wrote:
> On Tue, 4 Dec 2001, Raimar Falke wrote:
> 
> > On Tue, Dec 04, 2001 at 06:01:50PM +0000, Ben Webb wrote:
> > >   As far as I can tell by looking at Freeciv-CVS and the original 
> > > impr-gen patch, this submission would appear to be part of my impr-gen 
> > > patch, with some of the function names changed and a few comments added, 
> > > so I disagree. Besides, Sebastian has been very quiet recently anyway.
> > 
> > I don't know anything about improvement requirements. Mhhh
> 
>       Well, I haven't seen any code other than my own that uses 
> improvement requirements, so I guess only I and the guy that wrote the 
> original ruleset code knows anything about improvement requirements... and 
> therein lies my problem. ;)
> 
> > >   The problem with this approach is that a building can have a 
> > > global effect (e.g. a wonder) so to be completely general you have to 
> > > consider all cities in the game (yours and other players') when you 
> > > recalculate the city.
> > This was about local city buildings. Wonders are special IMHO.
> 
>       OK, also consider building a Barracks. You have to consider all 
> other cities to make sure they don't have a Wonder in them that makes a 
> Barracks redundant (i.e. Sun Tzu's). Obviously (I hope) you'd actually 
> store the "make Barracks redundant" effect in a list somewhere to 
> eliminate this loop over all cities, and this is what my impr-gen patch 
> does. You can't just have a simple lookup as is currently done, because 
> multiple Wonders (or even normal buildings) may make a Barracks redundant. 
> The situation is complicated by the cond_eff field in buildings.ruleset, 
> as adding a local building may activate the effects of a Wonder (or other 
> building) which in turn can cause effects in other cities... and so on.

Ok I rephrase my "Wonders are special" to "improvements (buildings and
wonders) which have an effect larger than the city scope are
special". Copernicus is a wonder with a city scope only effect.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  What's nice about GUI is that you see what you manipulate.
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