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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: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 27 Jun 2005 08:24:19 -0700
Reply-to: bugs@xxxxxxxxxxx

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

Benoit Hudson wrote:

>>+  /* TODO: These effects should not be hardcoded to unit class enumeration */
>>+  if(pclass->id == UCL_SEA) {
>>     /* Add on effects bonus (Magellan's Expedition, Lighthouse,
>>      * Nuclear Power). */
>>     move_rate += (get_unit_bonus(punit, EFT_SEA_MOVE)
> 
> 
> Maybe add a list of effects (or a set of booleans) to look up in the
> move_params?
> 
>     struct move_params {
>       ...
>       Effect_Type_Id *effects; /* terminated by -1 */
>     };
> 
> then 
>     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.

This should be implemented in the reqs code by adding a unit-class
requirement.  In the meantime I wouldn't worry too much about fixing it.

-jason





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