Complete.Org: Mailing Lists: Archives: freeciv-dev: January 2003:
[Freeciv-Dev] Re: (PR#2521) general effects framework
Home

[Freeciv-Dev] Re: (PR#2521) general effects framework

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2521) general effects framework
From: "Per I. Mathisen via RT" <rt@xxxxxxxxxxxxxx>
Date: Sun, 12 Jan 2003 13:00:01 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Sun, 12 Jan 2003, Ben Webb via RT wrote:
> This is true. The impr-gen patches (part of FreecivAC, at
> http://freecivac.sourceforge.net/) implement these effects. (I should
> also point out that the effects defined in current CVS do not combine
> very well, and are inconsistent; impr-gen rearranges these a little so
> they make more sense, and adds some new ones.)

Then can you post a patch to rearrange/clean up these in the ruleset?

> Code "intelligibility" arguments aside, the main difference between
> impr-gen and general effects is the use of memory. Gen-effects looks to
> be like it'll need significantly more than impr-gen; this seems to me to
> be a high price to pay for slightly prettier code.

A good and clean API is IMHO quite important.

> I would try this with impr-gen, except that somebody seems to have
> deleted big chunks of the underlying code in CVS, so that my patches no
> longer apply ;)

You can reverse the patch with cvs diff.

  - Per




[Prev in Thread] Current Thread [Next in Thread]