[Freeciv-Dev] (PR#2464) patch: restrict techs by nation
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[per - Tue Apr 29 00:28:46 2003]:
> CHANGES
> - We now only use A_NONE as void root_req.
> - We can overload inheritance. This means we don't die if a tech "has two
> root techs". While this _may_ be caused by an oversight on part of the
> ruleset author, it is also a feature: You can change the root_req higher
> up in the tech tree.
> - Jason made the inheritance point back to previous tech instead of to
> root tech (so tech3 requires tech2 requires tech1 instead of tech2 and
> tech3 requires tech1), I changed it back to all require the root tech.
> - "init_tech =" option in rulesets now honoured also for savegames (I
> need someone to look at this, I may have made some mistakes in savegame.c)
> - Jason's patch lost the capstr; I added a mandatory :)
>
> I did not rewrite Jason's "quick hack" inheritance code. I thought I could
> write a better recursive code, but lacking dependency information going
> the right way (which depend on us instead of which we depend on), I
> couldn't do it.
I found an off-by one bug in these changes. The attached patch is
necessary to fix it. Otherwise Writing (the last tech) isn't properly
handled.
jason
nationtech-fix.diff
Description: nationtech-fix.diff
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