[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-19 Thread Marko Lindqvist
Update of patch #3322 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Jacob Nevins
Follow-up Comment #3, patch #3322 (project freeciv):

Hm, I see what you're saying, but there's no reason it should be limited to a
terrain+resource combination. You could reasonably require other combinations
of properties on a single tile: terrain, resources, specials, roads, bases, a
city, ...

e.g., Terrain(Mountains) + Resource(Gold) + Base(Gold mine).

So rather than calling this Resource, I think it would be a new universal
called something like Tile or TileProperties. Its argument would have a
mini expression language for specifying combinations of things (possibly with
some disambiguation syntax for the case where, say, a special and a resource
have the same name).

Off-hand, I don't see any reason in principle why such a thing couldn't be
done; I think the most complicated aspect would be for those parts of the
system that take apart requirements and try to analyse them, such as the AI
(to work out how to meet them) and the on-line help.
I think those things suggest that the expression language should only be
additive (Lake AND Fish, but not Plains AND NOT Road), at least at first.
Covering all tile properties with this is unlikely to be much more work than
just Terrain+Resources.

However... knowing how much effort we have available, I'm inclined to aim for
the simple Resource universal first, because that should be easy and obvious,
and gets you some capability before we get round to the complicated thing.

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[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Marko Lindqvist
Follow-up Comment #5, patch #3322 (project freeciv):

 ; only lake fish
 reqs =
 { type, name, range
 Terrain, Lake (Fish), Adjacent
 }

Do you plan to give city a bonus if it's adjacent to at least one Fish tile?
I think tile bonus (such as increase to food/shield/trade) applied to every
applicable tile adjacent to city center is more like what you are after:

reqs =
{ type, name, range
  Resource, Fish, Local
  Terrain, Lake, Local
  CityTile, Center, Adjacent
}

As range here for Resource and Terrain requirements is Local (the tile
itself) it's guaranteed that it's the same tile fulfilling both requirements.

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[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Marko Lindqvist
Update of patch #3322 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.5.0  

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Follow-up Comment #6:

Untested patch

(file #15841)
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Additional Item Attachment:

File name: ResourceReq.diff   Size:12 KB


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[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Henkutsu
Follow-up Comment #7, patch #3322 (project freeciv):

Wow! Thanks for your work.

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[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3322

 Summary: Resource requirements
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 16 12:53:46 2012
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Effects can specify requirements of terrain, specials, bases, and roads, but
not resources (wheat, gold, etc).

This seems like an oversight that would be easy to fix.




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[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #1, patch #3322 (project freeciv):

Thanks. It would really expand the possibilities of what can be done. One of
the reasons I wanted to do this was so that I could lower the output of some
specials unless an appropriate facility is built in the city (which may have a
tech requirement).

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[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #2, patch #3322 (project freeciv):

I can see two ways in which you would want to search for a resource; Just for
itself, and for it on a terrain. e.g. 
; Voting governments have a senate that may prevent war

; any fish
reqs =
{ type, name, range
Resource, (Fish), Adjacent
} 

; only lake fish
reqs =
{ type, name, range
Terrain, Lake (Fish), Adjacent
}

So which is more extensible? The first seems simpler but there is no way to
get the information of the tile back. Putting a terrain req below it will
match even if the terrain is in another square on any range other than
CityCentre or Local (Am I correct on this?). As such, I recommend the second
way. Even though it takes may take more reqs to define events, it seems a more
powerful method.

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