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[Freeciv-Dev] (PR#2521) general effects framework
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[Freeciv-Dev] (PR#2521) general effects framework

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx, vasc@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#2521) general effects framework
From: "Jason Short via RT" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 11 Sep 2004 22:28:06 -0700
Reply-to: RT_CorrespondAddressNotSet@xxxxxxxxxxxxxx

<URL: http://RT::WebBaseURL.not.configured:80/Ticket/Display.html?id=2521 >

I carefully went over every line of code in the server.

- I found one bug, in the granary-bonus effect where it wasn't divided
by 100.  Oops.

- I changed the EFT_LAND_VETERAN_COMBAT code.  There's no reason for it
to use floating-point values; it's just percentages.

- I removed game.sewer_system which is no longer used.

- I removed several duplicated pieces of code in the ruleset loading (an
error in merging after an earlier commit).  There was also one duplicate
header function prototype.

- I added lots of comments, and fixed a little style.

Then I carefully went over each effect type listed in effects.h.

- EFT_FOOD_BONUS was not implemented.  It didn't look easy to implement,
so I just commented out the effect (note that adding an effect will
break network compatibility - this effect should be fixed before release
if possible).

- Same with a bunch of other effects.  See effects.h.

(Side note: I don't think it's a good idea to add a lot of possible
effects that aren't used in any default rulesets.)

- Updated README.effects.  I removed all the effects that are not
implemented.  I added some effects that were missing.  And I updated
effects that were there (but did not rigorously check the details).

I also removed a spurious "yep, ran" freelog from the AI code.

jason

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