On Sun, 2006-03-12 at 21:41 -0600, Bruno Wolff III wrote: > On Mon, Mar 13, 2006 at 11:26:47 +1100, > Rusty Russell <[EMAIL PROTECTED]> wrote: > > > > I agree with Bruno that allied healing is a PITA: it would be far > > simpler with this new code, and more obvious, if we change healing to > > happen at start of *healer's* turn, and have healer prefer own units > > over allies. > > If you do this, you need to have each unit keep track of healing and cure > poisoning done to it in a way that will survive saves and restores. And some > decisions will need to be made about how it works in detail when a unit > is damaged or poisoned between two heals.
Good point. You're trying to avoid multiple healings (one from your own healer at start of your turn, another one from your ally's healer at start of its turn). We'd need to move "healed" from the patient struct to the unit struct, and of course it has to be saved in the wml. Reset to 0 immediately after healing for own side. Current poison semantics is that a curer can cure any number of poisoned units at a time "for free" (whether it actually does that seems to depend on ordering of units). If we stick with this, it makes sense that you can be cured of poison multiple times (once by your own healer, once by an allied healer). If we decide that the healing cost of curing poison should be 8 (or whatever cure value is configured), then it should be probably be limited by "healed_this_turn" as well, avoiding double-cures. Cheers! Rusty. -- ccontrol: http://ozlabs.org/~rusty/ccontrol _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
