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[Freeciv-Dev] Re: (PR#2521) general effects framework
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[Freeciv-Dev] Re: (PR#2521) general effects framework

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2521) general effects framework
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 20 Apr 2004 20:20:36 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=2521 >

Vasco Alexandre da Silva Costa wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=2521 >
> 
> On Tue, 20 Apr 2004, Jason Short wrote:
> 
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=2521 >
>>
>>On the topic of effects-pre:
>>
>>- I don't understand why there is a game.can_xxx and also a
>>pplayer->can_nuke.
>>
>>- I don't understand why can_xxx is needed when we could just check
>>game.global_wonders[id] (where id is determined by some flag).  Is it
>>because the effect need not always come from a wonder?
> 
> 
> This seem like a reasonable assumption. It makes no sense to check for a
> specific building if you are doing things from an effect centric
> perspective. However, I think we should use a bitvector of global effects
> here. Sort of like the unit flags, rather than having zillions of
> different struct fields, one per effect.

I agree.  Mike has special-cased these effects because they are the only 
"surviving" effects (others effects are generated as a list from the 
list of existing units and buildings).  I don't see why surviving 
effects can't just have general made-up flags.  But this hasn't been 
implemented.

jason




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