On Fri, 29 Mar 2013 10:01:57 AM Michael Vehrs wrote: > As far as I can tell, the generalized production code mostly works.
The backward compatibility is flakey. If I bring up my standard test game
none of the building production works. The colony tiles look good though.
> However, it is only used for calculating the actual production at the
> moment. Any number of methods that calculate the potential production of
> tiles, tile types, unit types and so on still use the old production
> code. I intend to migrate these methods by and by. As a side effect, I
> think it might be possible to get rid of
> FreeColGameObjectType.applyDifficultyLevel(), which is mostly used to
> determine the primary and secondary production of tile types.
Cool. applyDifficultyLevel is a bit of a wart.
I have some lurking fail still with the option serialization. When that is
fixed I will either be up to the FreeColGameObject tree where the ugliest stuff
is, or the AI tree which should be in reasonable shape. Since we are heading
for a save format flag day, this seems like a good time to cut the FCGOs and
AIOs over to using ID_ATTRIBUTE_TAG ("id"). Then we can drop ID_ATTRIBUTE
("ID") completely in 0.11.x-successor. Any thoughts?
Cheers,
Mike Pope
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