Changes between Initial Version and Version 1 of Ticket #1907, comment 15


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Timestamp:
May 26, 2013, 12:31:38 AM (11 years ago)
Author:
historic_bruno

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  • Ticket #1907, comment 15

    initial v1  
    44Which is wrong, garrisoning and transporting are not the same, just like corralling and garrisoning are not the same. Actually, it has been reused as a hack because people were impatient/lazy, not because it's the best solution. It's perfectly OK to recognize that's a bad choice that needs to be fixed (it has been talked about many times over the years in fact).
    55
    6 If we want to reuse the logic of entities inside other entities, I would propose some other component like CmpInventory, which can be shared by garrisoning, transporting, and whatever else needs it. But that's more of a cleanup of existing game logic; for corralling I don't agree that entities inside the corral is even the best solution. It won't be significantly harder to implement without using garrisoning but if we're afraid of adding code to UnitAI or the GUI, we might as well abandon capturing and a bunch of other unimplemented features.
     6If we want to reuse the logic of entities inside other entities, I would propose some other component like !CmpInventory, which can be shared by garrisoning, transporting, and whatever else needs it. But that's more of a cleanup of existing game logic; for corralling I don't agree that entities inside the corral is even the best solution. It won't be significantly harder to implement without using garrisoning but if we're afraid of adding code to UnitAI or the GUI, we might as well abandon capturing and a bunch of other [GameplayFeatureStatus unimplemented features].