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[Freeciv-Dev] (PR#8811) use equiv_range for wonder range
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[Freeciv-Dev] (PR#8811) use equiv_range for wonder range

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#8811) use equiv_range for wonder range
From: "Vasco Alexandre da Silva Costa" <vasc@xxxxxxxxxxxxxx>
Date: Sun, 23 May 2004 11:20:27 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8811 >

> [kauf - Sun May 23 17:55:06 2004]:
> 
> sorry, this should actually be EFR_WORLD. The difference is that
> equiv_range is with respect to improvement redundancy: i.e. equiv_dupl and
> equiv_repl. In the definitions of these, s/range/equiv_range should
perhaps
> be done to avoid future confusion.

FYI I consider the current equivalent improvements code, which is used
to prevent something from being built, as just plain wrong. A player
should only be prevented from building something if it has already been
built, was obsoleted, or the requirements for it are not met.

Given this definition, equiv_range as exists now is simply useless.

But I guess equiv_range should not be reused for a new purpose, although
the new data for city_is_affected_by_wonder has exactly the same
requirements and possible values.

> ; equiv_range   = range for which this may be equivalent to another
> ;                 building; one of:
> ;                   "None", "Local", "City", "Island", "Player", "World"
> ; equiv_dupl    = list of buildings that duplicate this building if
> ;                 this city is within that building's range (may
> ;                 still build this, but will have no effect)
> ; equiv_repl    = list of buildings that replace this building if
> ;                 this city is within that building's range (not
> ;                 allowed to build this)
> 
> It is bad to take this info from the ruleset because some unknowing soul
> can change this value in the ruleset and wind up very surprised as to the
> results. This code will simply have to stay until a full effects paradigm
> is established.

I have been meaning to ask you people if you think it is important for a
Wonder to contain effects with different target city ranges or not. For
e.g. a Wonder that has an effect that targets all player cities and
another that targets all island cities.
My present effects code does not allow this, as I meant to reuse as much
of the pre-existing structure as possible (the original code does not
support this either). Since nothing in the Civ1/2/Freeciv rulesets
actually requires it and I haven't yet seen anything in SMAC or Civ3
that did so yet, I did not consider this worthwhile to implement, but
you people may feel otherwise.



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