Complete.Org: Mailing Lists: Archives: freeciv-dev: June 2003:
[Freeciv-Dev] (PR#2464) patch: restrict techs by nation
Home

[Freeciv-Dev] (PR#2464) patch: restrict techs by nation

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#2464) patch: restrict techs by nation
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 26 Jun 2003 17:34:57 -0700
Reply-to: rt@xxxxxxxxxxxxxx

[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


Attachment: nationtech-fix.diff
Description: nationtech-fix.diff


[Prev in Thread] Current Thread [Next in Thread]
  • [Freeciv-Dev] (PR#2464) patch: restrict techs by nation, Jason Short <=