Complete.Org: Mailing Lists: Archives: freeciv-dev: May 2004:
[Freeciv-Dev] Re: (PR#8811) use equiv_range for wonder range
Home

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

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#8811) use equiv_range for wonder range
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 24 May 2004 06:09:20 -0700
Reply-to: rt@xxxxxxxxxxx

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

Vasco Alexandre da Silva Costa wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8811 >
> 
>>[jdorje - Sun May 23 18:33:41 2004]:
>>
>>Vasco Alexandre da Silva Costa wrote:
>>
>>
>>>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.
>>
>>Us people wonder how this applies to Apollo, which has one player effect 
>>(sort of) and one world effect (sort of).
> 
> 
> Yes, but that will work just fine with this code. Because neither checks
> resort to city_affected_by_wonder.

I'm not talking about this particular function.  If all code checks just 
one range for the wonder...then either apollo's two effects (well, at 
least one of them) will have to have their ranges hard-coded or it won't 
work.

jason




[Prev in Thread] Current Thread [Next in Thread]