[Freeciv-Dev] (PR#2521) general effects framework
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<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
effects22.diff.bz2
Description: application/bzip
- [Freeciv-Dev] (PR#2521) general effects framework, Jason Short, 2004/09/04
- [Freeciv-Dev] (PR#2521) general effects framework, Jason Short via RT, 2004/09/05
- [Freeciv-Dev] (PR#2521) general effects framework, Jason Short via RT, 2004/09/06
- [Freeciv-Dev] (PR#2521) general effects framework, Jason Short via RT, 2004/09/11
- [Freeciv-Dev] (PR#2521) general effects framework, Jason Short via RT, 2004/09/11
- [Freeciv-Dev] (PR#2521) general effects framework,
Jason Short via RT <=
- [Freeciv-Dev] (PR#2521) general effects framework, Jason Short via RT, 2004/09/12
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