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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: Wed, 19 May 2004 16:24:36 -0700
Reply-to: rt@xxxxxxxxxxx

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

I believe your cities patch reverses the Add and Inc effects.  These are 
documented in README.effects:

"Food_Inc_Tile" - each worked tile that is already producing some
                  food produces AMOUNT additional food

"Food_Add_Tile" - each worked tile produces AMOUNT additional food

whereas your code has

+      /* add tile modifiers from effects */
+      t += pcity->tile_bonus[city_x][city_y].trade;
+      if (t > 0) {
+        t += pcity->tile_add[city_x][city_y].trade;
        }

+          case EFT_FOOD_ADD_TILE:
+            pcity->tile_add[x][y].food += amount;
+            break;
+          case EFT_FOOD_INC_TILE:
+            pcity->tile_bonus[x][y].food += amount;
+            break;

I suggest you rename tile_bonus to tile_inc to correspond to the effect 
names, and of course switch them:

   t += pcity->tile_add[cx][cy].trade;
   if (t > 0) t += pcity->tile_inc[cx][cy].trade;

That said I think some of the buildings in the ruleset may have the 
wrong effects.  It's really hard to remember which is which...

jason




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