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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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Subject: [Freeciv-Dev] Re: (PR#13334) [Patch] Unit class structure with move parameters
From: "Marko Lindqvist" <marko.lindqvist@xxxxxxxxxxx>
Date: Sun, 26 Jun 2005 09:42:29 -0700
Reply-to: bugs@xxxxxxxxxxx

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

Benoit Hudson wrote:
> 
> 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.

  In the future unit classes are probably read from rulesets, their 
number and uses may vary. If EFT_SEA_MOVE is not turned more generic, 
you need to make enough separate effect types for max number of classes 
EFT_CLASS1_MOVE, EFT_CLASS2_MOVE...


  - ML





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