[Freeciv-Dev] Re: RFC: Artillery Patch
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Tue, Jul 02, 2002 at 06:26:00PM +0100, Ben Webb wrote:
> On Mon, Jul 01, 2002 at 11:42:48PM +0200, Per I Mathisen wrote:
> > BTW I just noticed Ben had a unit classes patch already done at
> > freecivac.sf.net.
>
> The patch as it is right now doesn't actually "work" as such; in
> fact, it just breaks a lot of existing impr-gen code. ;) If I'd been
> around last week I would have mentioned it, since it seems to do pretty
> much what Per has been suggesting. It will become a "gen. unit." patch
> in the not-too-distant future, I promise. Just ask me after next
> weekend. ;)
As promised... effect-unit-v2.patch and impr-gen-20020708.patch are
now available at http://freecivac.sourceforge.net/. The former is a
patch that adds impr-gen effects for units, to apply after applying all
other impr-gen patches, while the latter includes all current impr-gen
patches, and should apply against today's CVS.
effect-unit-v2.patch does three distinct things:-
1. Unit classes are generalised. I got rid of all the old dodgy unit
class code; unit classes now include unit movetype, unit flags, and
any additional ruleset-defined classes. Unittypes can be members of
multiple classes, although any given impr-gen effect can only be
active against a single class.
2. impr-gen effects can now be given in units.ruleset, although they're not
yet as flexible as those in buildings.ruleset. For example, you cannot
specify a range for these effects; all such effects affect the given
unit only, so you can't yet create a unit that influences every other
unit on the map, for example. Also, it makes little sense to apply
many of the impr-gen effects to a unit (e.g. Science_Bonus is
meaningless, because units do not produce science). Two effects that
do work, however, are Unit_Defend and Unit_Veteran. I've used these
to replace the existing Pikemen/Horse/AEGIS flags, to fiddle with the
defence strength of helicopters when attacked by planes, and to generalise
the existing "veteran Diplomats" code. No need for random flags to tweak
the defence strength of units now; this can all be specified in the
ruleset. (Working Unit_Defend and Unit_Firepower effects will be needed
in the future, however; watch this space.)
3. There is partial support for impr-gen effects of governments. At the
moment, all that is done is that the server reads the effects out of
the ruleset. This will be used in the future for SMAC-style
government science bonuses, etc.
Ben
--
ben@xxxxxxxxxxxxxxxxxxxxxx http://bellatrix.pcl.ox.ac.uk/~ben/
"How often have I said to you that when you have eliminated the
impossible, whatever remains, however improbable, must be the truth?"
- Sir Arthur Conan Doyle
|
|