"Leo Wandersleb" <[EMAIL PROTECTED]> writes: >> > The feature should be removed. >> >> Sure. But then some other mechanism is needed to solve the same >> original problem that the hidden forbidden areas were designed to >> solve. What do you suggest? > > the use of forbidden area mechanisms is without alternative when it > comes to buildings.
No forbidden area is needed when the building is not changing size. (Nonetheless, the implementation currently uses one. For example, when repairing.) > The only question is, should there be a hidden forbidden area before > we build or should we build on top of own units so they leave the > building due to the forbidden area that is connected with the > building. See this message for a detailed proposal that also solves many other problems: http://lists.gnu.org/archive/html/glob2-devel/2007-04/msg00781.html > Now when units are built or released from a building we iterate over > the border of that building to release them. > Why not simply check if the center of the building is occupied and > if not put it there? So you would allow workers and warriors to walk on top of existing buildings? > Maybe even put globs on top of others. You would even allow workers and warriors to walk on top of other workers and warriors? > Handling of forbidden areas would make them leave the building in an > expected way. > I would expect a reduction of code in some places and don't see > negative impacts. -- Joe _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
