[Freeciv-Dev] Re: (PR#725) Order of end/new-turn activities
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=725 >
On Thu, May 06, 2004 at 12:59:04PM -0700, Jason Short wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=725 >
>
> Update: we want to reorder the end-of-turn activities to be "correct".
>
> Raimar wanted a formal definition of the order of end-turn activities
> before we start changing code. This is probably a good idea. We've
> already gotten a start on it earlier in the ticket. This is something a
> knowledgable freeciv player could help with.
I've tried to search the activities at the end/begin of a turn.
I have no idea how to visualize the problem.
Here is a rough categorisation of the items
unit actions
pillage
worker actions
moves (new turn)
units
HP (heal, or heli loss)
MP
fuel
upkeep
obsoletion
upgrade (leonardo)
trireme loss
reset (paradrop, airmove, ...)
cities
production
grain
scrolls (techbulbs)
cash
corruption
growth
fallout (nuclear plant ??)
pollution
reset (sell, buy)
reset (production change)
technology
scrolls (techbulbs)
obsoletion (units fx phalanx -> musketeer)
obsoletion (wonders)
cash
change in cash
sell of buildings
upkeep
government
unhappyness
new government
spaceship
new components
arrival
savegame
ai-moves
moves
city management
new barbarian units
other
gameover
inform client
remove turn done
dead check
dipl-info (pull)
calculate demographics
timeout
change year
send info to player
Before we change the order of items we have to say which are dependent
to other itmes.
Here is an incomplete list of dependencies:
pillage, pollution
production in shields
trade
grain
worker action
production in shields
trade
grain
upkeep
cash
buildings
production in shields
grain
cash
corruption
growth
pollution
production in shields
buildings
wonders
obsoletion
buildings
technology
obsoletion of wonders
leonardo
MP (nuclear)
After all dependencies are addressed the next step is to order the
items.
a) during the last round (production, shieldoutput ...)
b) short before the end of the round (citygrowth, new units ...)
c) at the end of the round (gameover-check ... )
d) begin of the next round (reset of MP ...)
e) after that (moves in the new turn)
After that step is done we can discuss about ordering the items in the
same group with dependencies between.
Thomas
--
Thomas Strub *** eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.
- [Freeciv-Dev] Re: (PR#725) Order of end/new-turn activities,
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