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[Freeciv-Dev] Re: Techbulbs (PR#1220)
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[Freeciv-Dev] Re: Techbulbs (PR#1220)

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To: ue80@xxxxxxxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Techbulbs (PR#1220)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 14 Jan 2002 10:04:47 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Fri, Jan 11, 2002 at 10:24:57PM +0100, Raimar Falke wrote:
> On Fri, Jan 11, 2002 at 09:22:32AM -0800, ue80@xxxxxxxxxxxxxxxxxxxxxxxxxxx 
> wrote:
> > Full_Name: Thomas Strub
> > Version: 1.12.1
> > Distribution: Built from source
> > Client: Both (or N/A)
> > OS: Linux
> > Submission from: (NULL) (129.13.64.202)
> > 
> > 
> > When getting a new Tech because the amount of bulbs is reached the number of
> > bulbs is resetted.
> > 
> > Example:
> > Citytechoutput 10 Bulbs
> > plr->research.bulbs_researched == 35
> > total_bulbs_required(plr) == 40
> > 
> > After getting the new tech the status is 0/50.
> > I think it should be 5/50.
> 
> AFAIK I haven't changed this recently. Looking at the code reveals
> some IMHO inconsistencies:
>  - if in your above case the 10 bulbs were created by two cities which
>  each has 5 bulbs output everything is as expected
>  - if the 10 bulbs however are created by one city the 5 bulbs which
>  are left over are discarded
> 
> If you want to have this changed: do
> -  found_new_tech(plr, plr->research.researching, 1, 0);
> +  found_new_tech(plr, plr->research.researching, 1, 1);
> in tech_researched.

This obviously stupid. The correct fix is attached. It also removes
two useless return values.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "A common mistake that people make, when trying to design 
  something completely foolproof is to underestimate the 
  ingenuity of complete fools."
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Attachment: no_tech_loss1.diff
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