Follow-up Comment #2, patch #4658 (project freeciv): My initial thought (without exploring all potential uses) is that the caching probably should happen on a per-turn basis, rather than at ruleset loading time. move_rate, attack, and defense already are dynamic, CanFortify, CanOccupy, AttFromNonNative, AttackNonNative, Settlers, Cities, etc. could presumably end up being handled by the action enablement framework, and the various hardcoded roles would probably become obsolete with this patch (or at least this patch would provide mechanisms by which they could become obsolete).
Running once/turn is probably better than running the iterations N times per turn in each function. It may be sensible to have the caching obscured from the callers, so that users of the cache call functions like is_unit_role(L_FERRY, punit), or select_unit_for_role(L_FERRY) and the implementations of these functions check to see if there is a cached value for this turn, and if not, populate the cache. Caches should be cleared on turn-change and tech-gain. It may be worth ignoring some specific local effects (e.g. units that have lower move_rate when starting a turn on a mountain tile): given that there is poor support for that class of effect in other places anyway (e.g. pathfinding doesn't recalculate move_rate depending on the tile under consideration), this has precedent. _______________________________________________________ Reply to this item at: <http://gna.org/patch/?4658> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivfirstname.lastname@example.org https://mail.gna.org/listinfo/freeciv-dev