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[Freeciv-Dev] Re: (PR#725) Production upgrade of newly-researched units
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[Freeciv-Dev] Re: (PR#725) Production upgrade of newly-researched units

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To: ChrisK@xxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#725) Production upgrade of newly-researched units deferred
From: "Joona Kiiski via RT" <rt@xxxxxxxxxxxxxx>
Date: Fri, 17 Jan 2003 05:08:48 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Fri, Jan 17, 2003 at 12:33:44AM -0800, Per I. Mathisen via RT wrote:
> 
> On Fri, 17 Jan 2003, Jason Short via RT wrote:
> > > The proposed solution is to reorder the handling of cities so that all
> > > gold and science is generated first, then everything else (including
> > > unit upgrades) is considered.
> >
> > Upon further review, this really is the only solution.
> 
> While we're at it, let's ensure that cities grow before producing
> settlers. Here's Thomas's patch for this issue, which I haven't yet gotten
> around to testing properly, let alone committing.
> 
>   - Per
> 

Just one note about the patch.

> @@ -1089,7 +1088,6 @@
>  **************************************************************************/
>  static bool city_build_stuff(struct player *pplayer, struct city
>  *pcity)
>  {
> -  city_distribute_surplus_shields(pplayer, pcity);
>    nullify_caravan_and_disband_plus(pcity);
>  
>    if (!pcity->is_building_unit) {


I don't like that, city_distribute_surplus_shields is moved away and
nullify_caravan_and_disband_plus is left there.
Those functions belong together! The first updates
shield stock and the second nullifies all shield stock bonuses.

Maybe it wouldn't implement obvious bug,
but at least it would make code more messy and harder to understand.

Either leave them both there or move them elsewhere, just keep them
together :)

-- 
Joona Kiiski <joona.kiiski@xxxxxx>



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