[Freeciv-Dev] [patch #3976] Extra requirements
Follow-up Comment #7, patch #3976 (project freeciv): we should have separate RFC -ticket for this Created patch #4004 that will remain open (and thus not so easily forgotten) when I commit this patch and close the ticket. ___ Reply to this item at: http://gna.org/patch/?3976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3976] Extra requirements
Update of patch #3976 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3976] Extra requirements
Follow-up Comment #6, patch #3976 (project freeciv): Ok, we should have separate RFC -ticket for this as it doesn't immediately affect this ticket. I wonder if we could tie that actions stuff to causes I've partly implemented. The idea has been that causes are hardcoded set (cause is like someone building irrigation, pollution, mapgenerator placing river, someone building mine) ___ Reply to this item at: http://gna.org/patch/?3976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3976] Extra requirements
Follow-up Comment #5, patch #3976 (project freeciv): Isn't current model (that has the problem of being somewhat overlapping) about just what you propose. Yes. It is a generalization of it. Only some extras have an effect. There is an Irrig_Possible but no Maglev_Possible. What I suggest is moving the build action (and its requirements) from the extras to actions. A simplified draft that ignores grouping etc: [action_road_basic] result_build_extra = Road reqs = { type, name, range, present UnitFlag, Settlers, Local, TRUE TerrainClass, Land, Local, TRUE Extra, River, Local, FALSE } [action_road_bridge] result_build_extra = Road reqs = { type, name, range, present UnitFlag, Settlers, Local, TRUE TerrainClass, Land, Local, TRUE Tech, Bridge building, Player, TRUE } [action_irrig_from_river] result_build_extra = Irrigation reqs = { type, name, range UnitFlag, Settlers, Local Extra, River, CAdjacent } [action_irrig_from_irrig] result_build_extra = Irrigation reqs = { type, name, range UnitFlag, Settlers, Local Extra, Irrigation, CAdjacent } ___ Reply to this item at: http://gna.org/patch/?3976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3976] Extra requirements
Follow-up Comment #2, patch #3976 (project freeciv): Unfortunately we cannot obsolete the effects either. As we cannot have OR requirements in extra requirement list, one cannot make irrigation possible from nearby Ocean OR River OR Irrigation. Possible solution: Separate the action of building an extra from the extra definition. Many actions can result in the same extra. Irrigation from Irrigation is a separate action from Irrigation from River but only one of them appear in the GUI when both are possible as they are defined to be the same (say by belonging to the same class). Generalized actions could also be usable in other areas than extra building. To establish a generalized action beach head in the code base without without getting in the way of your extras work I could try to create a proof of concept in another area. ___ Reply to this item at: http://gna.org/patch/?3976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3976] Extra requirements
Follow-up Comment #4, patch #3976 (project freeciv): - Updated against svn - Updated also to apply on top of patch #3987 - use base_extra_get() and road_extra_get() instead of slower extra_type_get() (file #18265) ___ Additional Item Attachment: File name: ExtraReqs-3.patch.bz2 Size:8 KB ___ Reply to this item at: http://gna.org/patch/?3976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3976] Extra requirements
Follow-up Comment #1, patch #3976 (project freeciv): - Updated against svn (file #18239) ___ Additional Item Attachment: File name: ExtraReqs-2.patch.bz2 Size:8 KB ___ Reply to this item at: http://gna.org/patch/?3976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3976] Extra requirements
URL: http://gna.org/patch/?3976 Summary: Extra requirements Project: Freeciv Submitted by: cazfi Submitted on: Sat 06 Jul 2013 06:02:20 PM EEST Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: Move requirement list from road/base definition to main extra definition. This also adds it for specials. Roads and bases should work like they used to. Check for target extra (S_IRRIGATION/S_FARMLAND/S_MINE) requirements is added for Irrigation and Mining activities. Note that these irrigation and mine requirement lists are currently redundant - one can give same requirements for effects of type Irrig_Possible and Mining_Possible. Unfortunately we cannot obsolete the effects either. As we cannot have OR requirements in extra requirement list, one cannot make irrigation possible from nearby Ocean OR River OR Irrigation. ___ File Attachments: --- Date: Sat 06 Jul 2013 06:02:20 PM EEST Name: ExtraReqs.patch.bz2 Size: 9kB By: cazfi http://gna.org/patch/download.php?file_id=18207 ___ Reply to this item at: http://gna.org/patch/?3976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev