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[Freeciv-Dev] Re: (PR#725) Order of end/new-turn activities
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[Freeciv-Dev] Re: (PR#725) Order of end/new-turn activities

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To: ChrisK@xxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#725) Order of end/new-turn activities
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Tue, 11 May 2004 00:38:27 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=725 >

On Mon, May 10, 2004 at 09:25:45PM -0700, Jason Short wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=725 >
> 
> It should be fairly easy to keep the same ordering, but change the loop
> structure so that each action is done atomically.  For example, instead of:
> 
> - For each player
>   - For each city
>     - Update production
>     - Update tech
> 
> we should have
> 
> - For each shuffled player
>   - For each city
>     - Update production
> - For each shuffled player
>   - For each city
>     - Update tech

I agree.

> just make them more consistant.  The above may be one example
> because we might want to update tech _before_ production (or maybe
> not...).

Can we define what properties we want from the sequence? Should it:
 - fair
 - give an advantage immediately
 - give a disadvantage immediately
? Which parts should always be predictable and which can have a more
complex calculation?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "Some development methodoligies suck. In fack, I think most of them
   do. The Linux kernel development is an unorganized mess. The
   OpenBSD kernel development is a closed mess. XFree86 development
   is a mysterious mess. And that's before we even get to proprietary
   software, which is often ten times worse"
    -- John Goerzen in freeciv-dev




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