[Freeciv-Dev] (PR#725) Order of end/new-turn activities
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[rfalke - Wed Mar 26 14:03:11 2003]:
> We won't need such a long list like the URL above. Lets try to start
> one:
> 1) unit actions (goto, pillage,...)
> 2) revolution update (choose preselected government)
> 3) city refreshing (this is an internal step)
> 4) city production1 (adding the food, shield surplus to the stocks)
> 5) update city size from food stock (increase, decrease)
> 6) tech update1 (science of all cities to the player's pool, new tech)
> 7) great library
> 8) gold update (gold of all cities to the player's pool)
> 9) city upkeep (pay buildings, sell ones when not enough resources)
> 10) unit upkeep (pay units, destroy ones when not enough resources)
> 11) city production2 (build new units, buildings)
> 12) city refreshing (this is an internal step)
> 13) rapture grow
> 14) leonardo
> 15) refuel planes
> 17) destroy out of fuel planes
> 18) heal units
> 19) decrease helicopter hp
> 20) destroy trireme
> 21) refresh the movements points of the units
> ...
> 97) reset values in units (moved, paradropped,...)
> 98) reset values in cities (did_sell,...)
> 99) save some values in the changed_from fields (city production and
> player research)
>
> Uhhh it did got longer than I expected. And it is possible that this
> list will double its size.
>
> The is only the core phase. Other actions are game related but not
> player related:
> - handle pollution and fallout
> - summon barbarians
> - spaceship traveling
> - check for end conditions
> - update diplomacy reputation values
>
> In addition to these are the non-game related technical actions:
> - inform client about new state
> - save game
>
> This list is by no means complete and also doesn't reflect the current
> behavior.
>
> > Is making it a true turn based game a priority then? As i understand
> > it, making it one would eliminate a variety of problems...
>
> Formalizing the new-turn activities is a priority. Removing/disabling
> the real time aspects during a turn isn't afaik.
I mentioned earlier in this discussion that there are different types of
dependencies in the end-of-turn actions. I'd like to add that since
inter-civilization dependencies are definitely possible (even without
gen-impr the obsoletion of wonders is such a dependency) I think rather
than doing all events in order for each civilization, we should do all
events in strict order.
You've given a pretty full list of events. But I hope we may be able to
divide these up into categories so that each category has no conflicting
dependencies. The order could then be something like:
* Pre-turn events
- savegame
- gameover check
* Game events
- pollution
- fallout
- barbarians
- spaceships (?)
- reputation
* City update
- city stock (food+production)
- rapture update
- city growth (rapture/granary check)
* Tech update
- research addition
- great library check, etc
* Upkeep update
- tax income
- "potential gold" calculation
- improvement upkeep (up to potential gold amount)
- unit upkeep (up to potential gold amount)
- building sales (as needed)
* Production update
- Upgrade production
- Build units/buildings
* Unit update
- Leonardo
- Heal units
- Away-from-base checks:
- Destroy out-of-fuel planes
- Decrease helicopter HP
- Destroy trireme
* Reset events:
- Reset movement points
- Refuel planes
- Reset unit flags (moved, paradropped, ...)
- Reset city flags (did_sell, ...)
- Reset city values (city production)
- Reset research values
However this is not a rigorous list.
jason
- [Freeciv-Dev] (PR#725) Order of end/new-turn activities,
Jason Short <=
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