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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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Subject: [Freeciv-Dev] Re: (PR#12734) calculate city's lux need
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Wed, 13 Apr 2005 02:31:31 -0700
Reply-to: bugs@xxxxxxxxxxx

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

On Tue, 12 Apr 2005, Benoit Hudson wrote:
> 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.

If this is useful for your intended use of this function, feel free to add
this. However, for my purposes, the number of specialists is not known at
this point. It is deduced later from the luxury need.

It is possible to solve the issue in the code by looking at the number of
content people versus specialists, and assume that when taking a
specialist from the ranks of the unhappy, this counts towards fulfilling
the need of HAPPY_COST number of luxuries. I have code for this in my
quick & dirty CM, if your are interested.

  - Per





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