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[Freeciv-Dev] [PATCH] generalized unit capabs
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Subject: [Freeciv-Dev] [PATCH] generalized unit capabs
From: "ansutton@xxxxxxx" <dbsmith@xxxxxxxxxxx>
Date: Wednesday, 05 Dec 2001 20:17:34 -500

Originally to: David Bryan Smith

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From: Andrew Sutton <ansutton@xxxxxxx>
Organization: Software Emgineering Pros.
To: Freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] [PATCH] generalized unit capabs
Date: Wed, 5 Dec 2001 14:27:26 -0500
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okay... i've resolved all the formatting stuff. and got rid of the part
touching the registry code.

> It is useless (dead code) if it is added to the tree and not used. You
> may provide this code (at an external location) and see if someone
> likes and uses it. Till then it will not be included by me.

surprisingly there is no code that uses this, so it won't be included at this
point. catch 22? won't be included until its used. can't be used until its
included. whatever.

apparently thinking ahead is penalized here. so for people that would like to
write a whole bunch of capabilities that aren't found in freeciv (without
excessive patching) it's here. i still need to add the network patch for it
though. i'll work on that for a while... it shouldn't be too hard. just a
loop across a set of unsigned integers.

for the AC folks, this might help with your quest for unit composition. it
will at least let you define capabilities that correspond to the various unit
components. they could probably be masked onto existing capabilities (e.g.
movement). i'd actually like to know how that goes.

hopefully, i won't have to submit this any more... it's getting tedious. have
fun kids,

andy


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