[Freeciv-Dev] [patch #4813] Ai effects evaluation module

2014-06-18 Thread Marko Lindqvist
Update of patch #4813 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4813] Ai effects evaluation module

2014-06-17 Thread Emmet Hikory
Follow-up Comment #1, patch #4813 (project freeciv):

Is the new code in adjust_improvement_wants_by_effects() involving the
players_iterate() section intended to be part of this patch?  The rest looks
like a nice separation of concerns, without meaningful code differences, but
this bit stands out as special.

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[Freeciv-Dev] [patch #4813] Ai effects evaluation module

2014-06-17 Thread Emmet Hikory
Follow-up Comment #2, patch #4813 (project freeciv):

Err, please ignore the prior comment: I understand now.  Apologies for the
noise.

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[Freeciv-Dev] [patch #4813] Ai effects evaluation module

2014-06-16 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4813

 Summary: Ai effects evaluation module
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 16 Jun 2014 07:27:35 PM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Refactored AI code so that improvement_effect_value() does not take
improvement parameter, but number of turns effects is assumed to remain
active. This makes it possible to use the function for effects provided by
other things than buildings in the future. Renamed it as dai_effect_value(),
and moved along with a couple of static helper functions for it to new
daieffects.[ch] module.



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File Attachments:


---
Date: Mon 16 Jun 2014 07:27:35 PM EEST  Name: DaiEffects.patch.bz2  Size: 9kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=21055

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