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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 13:04:37 -0700
Reply-to: bugs@xxxxxxxxxxx

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

Benoit Hudson wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13334 >
> 
> On Sun, Jun 26, 2005 at 09:42:29AM -0700, Marko Lindqvist wrote:
> 
>>  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...
> 
> 
> I don't see why you'd need an effect per class in any implementation.

  What if I want one wonder that increases sea unit speed (Magellan), 
one that increases air unit speed...
  Of course it boils down to amount of freedom you later mentioned.

> Do you have a description of your design somewhere on the wiki?  Basically,

  No

> I'm wondering: how much freedom do we give the ruleset designers (keeping
> in mind that the more freedom the more complicated the coding),

  More general code is not always more complicated, it may avoid some 
unnecessary special case handling.

  and how
> should we best provide that freedom?


  - ML





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