[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 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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