*The Old* The unit allocation system is very -- spread out. I have tried and tried to convert to a new system and everytime I fix one bug another one pops up. It seems like most of the Unit code is well integrated with the Building code and allot of it is designed arround the old system, where units apply for a job and then buildings hire them.
The flaw in the system is that a unit can, and most commonly does, subscribe to a building and not end up working their, infact it can apply to many, many buildings waisting allot of time before it actually finds a building to work at. I'm trying to get rid of the application portion, and just have buildings hire units. But bug after bug means that If i continue down this path, the code is going to be a big, unmaintainable hack. *The New* So, I think i'm going to try and remake the whole unit statemachine, or atleast as much of it as is nesseccarry. I'll try and keep as much of the old code as possible. I'm gonna do a wiki design document for the new Unit state machine. Like allot of the rewrites, backwards saving/loading compatibility is pretty much destroyed. If you have any reccomendations, desires, or find a feature request relating to units, say so now, and I'll try and fit it into the new system. -- Really. I'm not lieing. Bradley Arsenault. _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
