[Freeciv-Dev] Re: Small patch to AI Manage functions
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> Very good. If you are bored and want something to dig in, please check my TODO
> at http://pasky.ji.cz/~pasky/dev/freeciv/TODO - there's also described where
> the cleanups done by me can be found etc.
thanks for the pointer
> Unfortunatelly, I really lack the time for freeciv AI now ;(((. I will try to
> do my best to finish the ai_manage_explorer cleanup (Mike had some good
> objections) and try to move on to the next patch.
>
> > 2. I've changed from ai_manage_explorer(unit *) to
> > ai_manage_explorer(player *, unit *) to be consistent with other
> > ai_manage functions. Before the change, unit_owner(punit) had to be
> > computed every time ai_manage_explorer was called.
>
> I feel relatively neutral with this. Something wrong with the current fashion?
It's really insignificant. From aiunit.c there is
ai_manage_barbarian_leader(struct player, struct unit)
ai_manage_diplomat(struct player, struct unit)
ai_manage_military(struct player, struct unit)
ai_manage_caravan(struct player, struct unit)
ai_manage_explorer(struct unit)
So all of the ai_manage_TYPE functions take two arguments except
ai_manage_explorer. All I am proposing is that this be made consistent.
Either require player as an argument, or call unit_owner(punit) within
all of the ai_manage_TYPE functions
> Can you please send the unified diff? This is very difficult to review for me.
>
sorry... I've attached it this time
Thanks,
Zach
ai_manage_functions.patch
Description: Text document
[Freeciv-Dev] Re: Small patch to AI Manage functions, Petr Baudis, 2002/02/09
- [Freeciv-Dev] Re: Small patch to AI Manage functions,
Zach Garner <=
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