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[Freeciv-Dev] the problem with worklists
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To: Freeciv-Dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] the problem with worklists
From: Jason Dorje Short <jdorje@xxxxxxxxxxxx>
Date: Thu, 16 Sep 2004 15:39:11 -0400

The problem with the worklist data structure is that there is no way to separate it from the city without clipping it.

For instance the gtk2 dialog has all sorts of operations like "insert this item at the beginning of the city's worklist". However worklist.h is useless for this, since the item in current production isn't part of the worklist data structure. So we could have a function city_worklist_insert that did this, except that people would assume this function corresponded to worklist_insert (which it does not), and it wouldn't work for the global worklist editor (so the GUI code would have to run separately even though it does the exact same thing).

Having the current production be part of the worklist seems like the answer to me. When this was suggested before it was rejected because the current production is special-cased in many ways. Well, it can still be special-cased as pcity->worklist[0] quite easily. But another alternative would be to allow cities to exist without any active production, like Moo2 does (this makes editing cities when production is complete easier).

jason


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