[Freeciv-Dev] Re: (PR#7584) generalizing terrain in mapgen
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=7584 >
Currently, activities run off the rulesets and are coded to respond
to menu actions like Mine, Irrigate, etc.
There is no reason why "calamaties" or other internally generated
terrain modification activities cannot use the same tables and extra
rows added to the rules as a list of such things. This amalgamates
the whole system with just different switches doing the controls
depending on whether this is user or program generated update.
Something like this is pretty much there but a quick RFC summary of
what is and what the minimal set of changes/implic<atikons are would
be nice.
I'm just back from a week in hospital, so my apologies if I'm giving
just sketchy suggestions rather than a more in depth answer and letting
others pickup the ball on this. I won't have a lot of time for a while
but will try to at least monitor and throw in my 2 cents as I can.
Cheers,
RossW
=====
Jason Short wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7584 >
>
>>[rwetmore@xxxxxxxxxxxx - Mon Mar 08 17:04:28 2004]:
>>
>>
>>Global warming pushed terrain away from the wetness norm, so wet gets
>>wetter and dry gets drier.
>>
>>But in general you want a lookup table that goes in the rulesets that
>>has the same sort of terrain target states as any of the conversions.
>>There might be other effects such as nuclear winter or plague (kills
>>vegetation and/or specials) that one might also add some day.
>>
>>Doing this sort of thing by hard-coded algorithm is too restrictive
>>and may be too expensive compared to a cached lookup. If you build a
>>cache, then might as well let the rulesets fill it in for complete
>>flexibility.
>
>
> Doing that for global warming/nuclear winter is fine. But how can we
> use a lookup table for the original map generation?
>
> jason
>
>
>
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