This is the mail archive of the xconq7@sources.redhat.com mailing list for the Xconq project.


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]
Other format: [Raw text]

Re: Building


Hi Matthew,

On Wed, 12 May 2004 mskala@ansuz.sooke.bc.ca wrote:

> quite bizarre.  Several of my failed attempts create behaviour where new
> units will be built into the target cell until it's full, then into every
> one of the six cells surrounding the builder until those are full as well.

This sounds very much like the runaway creation spree bug that I 
squashed, and which then appeared with acp-indep units, which Hans 
then squashed for the most part, and I thought I had finished 
squashing the part that managed to ooze out from under his shoe.

I will look into it as soon as I get this wake behavior patch out 
of the way.

> It looks to me like one of the problems is that we aren't clear on the
> difference between "build" and "create".

At the action level, we are completely clear. At the task level, 
'do_build_task' handles both creation and building. The GDL 
documentation is sectioned along action types rather than task 
types. I haven't looked at the player documentation in awhile, so 
I don't remember if it makes such a distinction.

>  It looks like the first action
> used to make a new unit is supposed to be a "create", 

Yes, that is what I was trying to tell you in my list of notes 
last night. I said something to the effect of "must create before 
build".

>and any subsequent
> actions (if and only if additional actions are needed beyond the first,
> and that is not the default) are supposed to be "build". 

Yes.

> its thing, and the "build" command in the UI isn't clear on which kind of
> action it actually initiates.  It looks like it initiates either or both,
> and sometimes also "move".

Yes. If the creator/builder is mobile, it should attempt to get 
within building range first. If you ask to create/build a unit of 
the same type as an incomplete unit in the same cell as the 
designated create/build cell, the creator/builder will help build 
the incomplete unit instead of creating a new one. If no matching 
incomplete unit of the desired type exists in the designated cell, 
then creation of a new unit should be attempted. And this 
behavior is fine for most cases, except the one where a player 
wants to initiate parallel builds of the same type of 
unit in the same cell. And I think this is a rare exception, 
considering that more than one builder may work on the same unit, 
and this accelerates that unit's completion.

Eric


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]