Complete.Org: Mailing Lists: Archives: freeciv-dev: July 2004:
[Freeciv-Dev] Re: (PR#8754) effects patch
Home

[Freeciv-Dev] Re: (PR#8754) effects patch

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: vasc@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8754) effects patch
From: "Jason Dorje Short" <jdorje@xxxxxxxxxxx>
Date: Tue, 13 Jul 2004 21:56:23 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8754 >

Jason Dorje Short wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8754 >
> 
> The ***_direct() functions are way too cryptically named.

Or to put it another way, what's the difference between 
can_player_build_improvement_direct ("Whether player can build given 
improvement somewhere, ignoring whether improvement is obsolete.") and 
can_player_eventually_build_improvement ("Whether player can 
_eventually_ build given improvement somewhere -- ie, returns 1 if 
improvement is available with current tech OR will be available with 
future tech.  returns 0 if unit is obsolete.")?

What's the difference between can_player_eventually_build_improvement 
and could_player_eventually_build_improvement?

Similarly, what's the difference between 
can_eventually_build_improvement and can_build_improvement_direction?

Obviously these are logically different (except for the "can" versus 
"could" difference which seems purely semantic).  But why does the user 
need both?  And how is he supposed to tell which is which?

jason




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