[Freeciv-Dev] Re: (PR#2521) general effects framework
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=2521 >
Just a few notes.
The AI advisor under the effects patch is really bad. All of the
building-choosing code is removed so instead it is just the first
available building that is chosen.
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In city_incite_cost this code is added at the beginning:
+ if (government_has_flag(get_gov_pcity(pcity), G_UNBRIBABLE)) {
+ return INCITE_IMPOSSIBLE_COST;
+ }
the code is obviously correct. But why isn't it there now?
(Answer: the code never gets that far because the G_UNBRIBABLE check is
done earlier. Although it's clearly better with the check in.)
-----
pcity->airlift should eventually become an integer value. EFT_AIRLIFT
should specify the number of airlifts allowed.
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In ruleset.c there is this code:
- for (j = 0; b->effect[j].type != EFT_LAST; j++) {
- if (!tech_exists(b->effect[j].cond_adv)) {
- freelog(LOG_ERROR,
- "improvement \"%s\": effect conditional on"
- " removed tech \"%s\" (%s)",
- b->name, advances[b->effect[j].cond_adv].name, filename);
- b->effect[j].cond_adv = A_LAST;
- }
- }
This is problematic since this check should still be done since
tech_exists() still needs to be checked (AFAIK). However rather than
keep it we should just remove tech_exists(). Note there could be a
similar problem with terrain_exists() - there is no such function but it
_is_ possible to have terrains that aren't used (as we had by default
for a long time, but don't anymore).
jason
- [Freeciv-Dev] Re: (PR#2521) general effects framework,
Jason Short <=
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