Complete.Org: Mailing Lists: Archives: freeciv-dev: May 2004:
[Freeciv-Dev] Re: (PR#8854) remove some specialist references
Home

[Freeciv-Dev] Re: (PR#8854) remove some specialist references

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8854) remove some specialist references
From: "Marko Lindqvist" <marko.lindqvist@xxxxxxxxxxx>
Date: Mon, 31 May 2004 14:32:46 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8854 >

Jason Short wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8854 >
> 
> Raimar Falke wrote:
> 
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=8854 >
>>
>>On Thu, May 27, 2004 at 05:52:49PM -0700, Jason Short wrote:
>> 
>>   /* First try to kill off the specialists */
>>   while (pop_loss > 0 && city_specialists(pcity) > 0) {
>>-    if (pcity->specialists[SP_TAXMAN] > 0) {
>>-      pcity->specialists[SP_TAXMAN]--;
>>-    } else if (pcity->specialists[SP_SCIENTIST] > 0) {
>>-      pcity->specialists[SP_SCIENTIST]--;
>>-    } else {
>>-      assert(pcity->specialists[SP_ELVIS] > 0);
>>-      pcity->specialists[SP_ELVIS]--; 
>>+    /* This loop could be more efficient. */
>>+    for (i = SP_COUNT - 1; i >= 0; i--) {
>>+      if (pcity->specialists[i] > 0) {
>>+     pcity->specialists[i]--;
>>+     pop_loss--;
>>+     break;
>>+      }
>>
>>Here you loose information. You have to define an order/importance for
>>each specialist. You encode this information in the SP_* index. This
>>is bad.
> 
> But this is already the case!  In any case the ordering doesn't really 
> matter.  If the player has famine he shouldn't get too much say about 
> who gets killed.  It might even be better to make it random.

  Since player can later change between specialists with no cost, 
removing random specialists would be not really a game feature but just 
nuisance.

  Hmm... You can have taxmen / scientists in a < 5 city after famine if 
elvises are listed (and thus removed) first.
  Or maybe this is handled somewhere else? (Just realized that AFAIK you 
can have 2 taxmen in a size 5 city and only removing one of them when 
city gets smaller would be bug too)

  As a player I would like that default specialist (elvis) is removed 
first, since they might be something I have not wanted in the first 
place whereas others (taxmen/scientists) I have personally selected. 
Unwanted elvises live in my cities quite often when city has grown and I 
have not immediately noticed that specialist is produced instead of 
worker. But this is not really important, it's quite satisfactory as it is.


  - Caz




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