>As currently implemented, this patch is huge step backwards in
>relation to gen-movement. It even restores some functions we have
>worked so hard to get rid of. It assumes a lot of unit class related
>things to always be like they are in default ruleset (checking
>is_ground_unit() & co instead of actual unit class properties). My
>stealthy super spies are considered submarines :-)
>I've not spent time on detailed analysis if, and how, these issues
>can be corrected. It seems obvious starting point that layer unit
>belongs to is part of unit class definition.
>Good thing is that this is implemented as ruleset option. If above
>issues can be solved, I'm all for taking this option to game.
>- ML
Sure, so do you want me to change unit definitions to include what layer
a unit is? Something like enum{"Air","Underwater","Land","Sea"}. I did
think that adding this kind of definition was redundant with move types of
units already defined, but unfortunately that cursed helicopter move type
makes simple things difficult. Or I could just add a new unitclass_submarine
and get the unitclass return type to help me out in making the layer
judgements.
I think you only have a problem with use of is ground unit and is sub unit, not
with use of unit class flags?
Which way is better?
I take it is_sub_unit, is_air_unit and the rest that I added to movement.h can
just go away?
By the way, the flags for Spy and diplomat are:
flags = "Diplomat", "IgZOC", "NonMil", "Spy"
So nope, no land attack and partial Invis combined except for submarine.
Aloha,
RK.
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