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Re: Fix "p" command in tcl


Jim Kingdon wrote:
> 
> I've been playing with empire.g (I know, masochistic, and there is a
> somewhat longer list of known issues at
> http://www.panix.com/~kingdon/xconq.html).

Interesting list!  Do you want me to merge it into doc/PROJECTS, or
would you prefer to keep it separate?

I actually go back and forth about whether to keep empire.g.  Its
purpose is to emulate the PSL/BSD/Wolfpack Empire family, but I
found the game to be kind of boring (of course not everybody shares
that view!), and would be a lot more work to emulate accurately.

> Anyway, the first thing I
> needed to fix to get anywhere is explicit production of material.  The
> enclosed patch fixes various problems which show up in explicit
> production as well as just the obvious enabling of the feature.

Cool.  Going by the code, I guess the assumption is that there
is only one material type that can be produced by a unit?  If
not, it wouldn't be too hard to add a ask/grok_material_type
similar to the unit and terrain counterparts.  In any case, the
code looks reasonable to go in as is, feel feel to check it in.

> +    /* Then to any unit within range.  This in addition to the above
> +       code for adjacent cells because the latter does not check in-length
> +       and out-length.  Question: why not?  FIXME in general: why is
> +       the algorithm here so different from run_economy?

Because I wrote all this during my "implement random ideas without
having any actual games that will use them" phase.  Xconq would be half
the size if all the unused code were removed... :-)  Making explicit
production and run_economy share distribution-of-excess code would
be a very sensible step.

Stan

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