Opened 8 years ago

Last modified 5 years ago

#4286 new defect

unlock_sharedlos and unlock_dropsites techs modifications array

Reported by: fatherbushido Owned by:
Priority: Should Have Milestone: Backlog
Component: Simulation Keywords: patch
Cc: mimo Patch:

Description (last modified by fatherbushido)

I wonder if we should let the modification array in those 2 techs. Indeed the modifications are not implemented in our code, it's hardcoded (is the tech searched or not). So I find a bit misleading to let that array.

EDIT: in fact, I am perhaps wrong. It's used by the AI for the unlock_sharedlos tech.

Attachments (1)

unlock_techs.diff (1.5 KB ) - added by fatherbushido 8 years ago.

Download all attachments as: .zip

Change History (6)

by fatherbushido, 8 years ago

Attachment: unlock_techs.diff added

comment:1 by fatherbushido, 8 years ago

Cc: mimo added
Description: modified (diff)
Summary: unlock_sharelos and unlock_dropsites techs modifications arrayunlock_sharedlos and unlock_dropsites techs modifications array

comment:2 by mimo, 8 years ago

I would rather have the opposite move: try to remove what is currently hardcoded, and use that modification array to apply the effect of such a tech. Having for example the convention that a value "Player/something" means that the property something of the Player component is modified, or whatever more clever way to do it which would remove these hardcodings. Anyway, this array is currently the only way for the AI to know what is the effect of these tech (except once again by hardcoding).

comment:3 by fatherbushido, 8 years ago

thanks for your input, it was my first idea too but i wondered if i missed something. now, i know.

comment:4 by Imarok, 8 years ago

Keywords: patch added; rfc removed

comment:5 by Imarok, 5 years ago

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

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