[Freeciv-Dev] (PR#12856) proliferation of BONUS effects
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12856 >
> [jdorje - Wed Apr 20 07:07:47 2005]:
>
> This patch proliferates the BONUS effects beyond all reason.
>
> There are two levels (called priorities, got a better name?) of bonus
> effects. Each of these has one bonus effect for each output type. This
> gives 12 total effects (compared to the 4 we have now).
There are embedded priority levels elsewhere too. Like in the per tile
effects, but they are somewhat more fuzzy than that.
Your patch effectively implements the EFT_SCIENCE_PCT effect and friends
from impr-gen using the general effects code, so the TODO comments for
these effects can be removed. Here is a patch.
We should possibly also make some convention for effect naming in the
future. It is a mess right now.
How about:
EFT_<NAME:string>_<LEVEL:number>_<TYPE:string>?
LEVEL ::= 0, 1, 2, 3...
TYPE ::= Per/Pct (x+=x*val/100), Add/Adj (x+=val), Inc (if x>0 x+=val),
Bool (val in {0, 1}), Spec (special).
Where x is the current value of <NAME> and val is the value of
EFT_<NAME>_<LEVEL>_<TYPE>.
diff
Description: Binary data
|
|