[Freeciv-Dev] Re: (PR#725) Order of end/new-turn activities
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On Wed, Jul 02, 2003 at 03:17:40PM -0700, Jason Short wrote:
>
> [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:
> >
> > 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
Should be before the new round starts.
> * Game events
> - pollution
should be made after citygrowth
> - fallout
> - barbarians
new barbarians should be placed in the same phase where other new units
are created.
> - spaceships (?)
should be pre-turn before gameover check.
> - reputation
> * City update
> - city stock (food+production)
> - rapture update
> - city growth (rapture/granary check)
Thats the biggest problem.
I think the cities should produce all (shields, trade ...) and after
that the different checks:
growth, tradeoutput, production
new buildings/techs have no effect for the old round
> * Tech update
> - research addition
> - great library check, etc
Lets change it in wonder check
before the research:
wonders have the full effect for the old round
after the research:
wonders would have no effect although the player is counting the
effect. (happiness problems because obsoletion)
great lib would get techs which had no time to spread over the world
> * Upkeep update
> - tax income
Income after growth? The city was size the hole last round and now you
get taxes for size 2?
> - "potential gold" calculation
> - improvement upkeep (up to potential gold amount)
> - unit upkeep (up to potential gold amount)
> - building sales (as needed)
When we have gold upkeep for units we have to disband units too.
(why don't give autodisbanded units in cities shields when disbanding
them?)
> * Production update
> - Upgrade production
> - Build units/buildings
Should new build buildings have effect for the old round or not?
> * Unit update
> - Leonardo
Is a wonder should be done in the wonderphase think before the new techs
are ready.
> - Heal units
> - Away-from-base checks:
> - Destroy out-of-fuel planes
> - Decrease helicopter HP
> - Destroy trireme
Should be done at the end of the last round, (lighthouse effect)
> * 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
ok
Thomas
--
Thomas Strub *** eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.
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