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[Freeciv-Dev] Re: (PR#12734) calculate city's lux need
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[Freeciv-Dev] Re: (PR#12734) calculate city's lux need

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#12734) calculate city's lux need
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 12 Apr 2005 18:41:08 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12734 >

Benoit Hudson wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12734 >
> 
> On Mon, Apr 11, 2005 at 02:18:09PM -0700, Per I. Mathisen wrote:
> 
>>+/**************************************************************************
>>+  Calculate necessary luxury to achieve goals for this city.
>>+
>>+  We ignore here the fact that specialists may be taken from unhappy
>>+  citizens when we no longer have any content ones left.
>>+**************************************************************************/
>>+int city_luxury_need(struct city *pcity, bool order, bool celebrate)
> 
> How about just passing in #specialists and sending on down to
> citizen_base_mood ; then we'd no longer be ignoring that fact.

The lux-need patch should be in a separate ticket.

-jason





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