Complete.Org: Mailing Lists: Archives: freeciv-dev: September 2003:
[Freeciv-Dev] Re: (PR#5568) add I_DEMOLISHED Impr_Status
Home

[Freeciv-Dev] Re: (PR#5568) add I_DEMOLISHED Impr_Status

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5568) add I_DEMOLISHED Impr_Status
From: "rwetmore@xxxxxxxxxxxx" <rwetmore@xxxxxxxxxxxx>
Date: Sun, 14 Sep 2003 06:37:29 -0700
Reply-to: rt@xxxxxxxxxxxxxx

Civ Fantastic worlds provided for a lot of customization with one
of the main components that of effects and triggers.

It really seems like one wants to move away from the idea of all
effects being tied to and sub-aspects of buildings. Instead one
has the idea of generalized effects that have various properties
including persistence and trigger properties which some buildings
and wonders may utilize to provide their feature component.

But this would no longer be something tied to buildings, and thus
things like I_DEMOLISHED and persistent dead buildings would just
not be needed.

Cheers,
RossW
=====

John Wheeler wrote:
> [kauf - Fri Sep 12 22:52:40 2003]:
> 
>>frankly I hate the idea of survivable effects. In fact, how's
>>about this: Right now there are two (2) surviving effects in all
>>the rulesets. They would be Enable_Space and Enable_Nuke. These
>>are both World-ranged effects and are the whole reason there is
>>this mess. Would it be simpler to just special case these two
>>properties? I foresee:
>>
>>[snip] 
>>
>>In the absolutely simplest case, we have the (immediate) effects
>>Enable_Space and Enable_Nuke, which are active as soon as the
>>improvement (or tech etc) is built and then are deleted soon
>>afterwards. The only work they do is to flip game.can_space and
>>game.can_nuke to TRUE; These variables would of course have to be
>>saved in savegames and transmitted to the client in the game_info
>>struct. Presto, surviving effects.
>>Downsides:
>>these effects are Global-ranged only and always survive improvement
>>destruction.
>>
>>There are alternatives. We could have four effects: Enable_Space,
>>Enable_Nuke, Enable_Space_Survives, Enable_Nuke_Survives. The
>>first two effects would be normal effects. The latter two would
>>act like those in the previous paragraph.
>>
>>Alternately, we could allow Player ranged effects as well but
>>that would require the pplayer->can_space and pplayer->can_nuke
>>variables. I don't really want to go for smaller range than that
>>because it gets messy and demands island-range and the such.
>>
>>This is such a great idea, in fact, that unless I hear great
>>bitching with good reason behind it, this is what I'm going to do.
>>There shall be only two surviving effects and they shall be special
>>cases. (This means that the I_DEMOLISHED flag will not be necessary.)
> 
> 
> I too hate the idea of demolished buildings having an effect; having a
> Wonder flipping a flag immediately upon being built makes much more
> sense.  However, I don't like the idea of having special, hard-coded
> flags, especially if 1.) they both work in the same manner or 2.) they
> could work in more than one way.
> 
> Instead, I suggest having such flags defined in the rulesets.  Then it
> should be quite easy to add additional effects that survive the building
> that produces them.  (Also, this might even be easier than trying to
> hard code the different variants.)
> 




[Prev in Thread] Current Thread [Next in Thread]