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[Freeciv-Dev] Re: can_player_build_air_units_at_all
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[Freeciv-Dev] Re: can_player_build_air_units_at_all

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: can_player_build_air_units_at_all
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Fri, 1 Mar 2002 18:56:47 +0000 (GMT)

On Fri, 1 Mar 2002, Raimar Falke wrote:

> On Fri, Mar 01, 2002 at 03:28:59PM +0000, Gregory Berkolaiko wrote:
> > On Thu, 28 Feb 2002, Raimar Falke wrote:
> > > 
> > > In update_research:
> > >  pplayer->ai.player_can_build_air_units = FALSE
> > >  for all unit types:
> > >    if can build unit type and unit type is air unit:
> > >      pplayer->ai.player_can_build_air_units = TRUE
> > 

[...]

> > Discovery of the first technology to enable flying units is an ugly 
> > criterium 
> 
> > as it would involve unit_iterate every time a discovery is made
> > (although this is how help text functions).
> 
> This may not be the fastest solution but a robust one.

The slowest and the most bothersome.  You have to save the 
pplayer->ai.player_can_build_air_units, load it, initialise it and update 
it every time you discover something new.  no fun.

> > I would prefer a special flag, but it would assume certain ruleset 
> > self-consistency...
> 
> I may also add a flag to a tech for this.

I added TF_BUILD_AIRBORNE to Flight tech and it works fine.

G.




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