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[Freeciv-Dev] Re: Post release patches
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To: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Post release patches
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Sat, 22 Jun 2002 20:11:17 +0200

On Sat, Jun 22, 2002 at 06:22:31PM +0100, Ben Webb wrote:
> On Sat, Jun 22, 2002 at 07:15:00PM +0200, Raimar Falke wrote:
> > I'm not so much thinking about the impr-gen effects (these should be
> > listed in the help dialogs)
> 
>       Indeed... but the helptexts can be out of date, or just plain
> misleading, or you can forget what they say... and sometimes it can be
> tricky to figure out where all of your city's gold production (for example)
> comes from, particularly if your government or nation type also has an
> effect. I'm thinking of something similar to the existing happiness display,
> which makes it quite clear when you have active happiness Wonders, even
> if they're in other cities.

Yes this idea is nice. So we have a list of improvements, wonders and
techs (TF_POPULATION_POLLUTION_INC for pollution) which show how
production, science, ... and pollution are modified?!

> > but more about the "real" effects. I want to show that if you will build
> > a library this will give "+3 science, -1 gold" and if you build a
> > marketplace you may end up with "no change"
> 
>       Ah. This sounds more difficult, so I'm not going to volunteer for
> it right now. ;) Sounds like this is something that AIs and agents would
> have to do anyway though, so presumably lots of code could be shared...

It really is easy:
 make a copy if the city
 add the improvement
 update_effects
 refresh_city
 compare city against backup and write down the changes
 revert to the backup
 update_effects
 refresh_city

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Python is executable pseudocode. Perl is executable line noise"
    -- Bruce Eckel


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