[Freeciv-Dev] Re: Post release patches
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On Sat, Jun 22, 2002 at 07:19:09PM +0100, Ben Webb wrote:
> On Sat, Jun 22, 2002 at 08:11:17PM +0200, Raimar Falke wrote:
> > On Sat, Jun 22, 2002 at 06:22:31PM +0100, Ben Webb wrote:
> > > 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 but the helptexts can be out of date, or just plain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?!
>
> That's the idea. The client already has this information (well, with
> impr-gen it does, anyway) so the only real complication is how to
> present it to the user. Also add governments and nations to this list...
> at least in SMAC, both can affect production and science.
>
> > > 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
>
> Yes, I've seen this sequence before; it seems the most
> straightforward way of doing this.
And the only sane way. Otherwise you have to have a lot of special
knowledge how these boni are calculated that you really don't want to
have multiple times in the code.
> It could be rather CPU-intensive though, depending on how often you
> do through the cycle. I'm pretty sure that the impr-gen effect
> update functions would require a bit of optimisation to cope with
> this, anyway. ;)
There is a price for not hardcoding the effects anymore.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"With a PC, I always felt limited by the software available.
On Unix, I am limited by my knowledge."
-- Peter J. Schoenster <pschon@xxxxxxxxxxxxxxxxx>
[Freeciv-Dev] Re: Post release patches, Raimar Falke, 2002/06/23
[Freeciv-Dev] Re: Post release patches, Raimar Falke, 2002/06/23
[Freeciv-Dev] Re: Post release patches, Per I Mathisen, 2002/06/27
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