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[Freeciv-Dev] Re: (PR#13334) [Patch] Unit class structure with move para
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[Freeciv-Dev] Re: (PR#13334) [Patch] Unit class structure with move para

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To: marko.lindqvist@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13334) [Patch] Unit class structure with move parameters
From: "Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx>
Date: Sun, 26 Jun 2005 09:31:52 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13334 >

On Sun, Jun 26, 2005 at 09:19:22AM -0700, Marko Lindqvist wrote:
> >     static Effect_Type_Id sea_unit[] = { EFT_SEA_MOVE, -1 };
> >     static Effect_Type_Id other_units[] = { -1 };
> > until we write up how to load these from rulesets.
> 
>   That's the idea. EFT_SEA_MOVE should be replaced by generic 
> EFT_MOVE_BONUS which targets to unit class.
>   Also triremes probably deserve their own unit class and 
> EFT_NO_SINK_DEEP should target to one unit class only.

Hmm... that's the reverse of what I was thinking: I figured the unit would
announce what effects it cares about; you seem to figure the effect says
what units it cares about.

I'm not sure which is the better way of doing it.  My way avoids
combinatorial explosion by allowing a very concise description of what we
care about; your way bundles things up nicely for the ruleset writers to
use -- adding an effect becomes easier since we know better what to expect
a reasonable default to be for each of the few classes.

        -- Benoît





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