On Sun, 10 Feb 2013 01:56:43 PM Michael Vehrs wrote: > I have committed a change that introduces a new generalized production > element, but does not yet make use of its new features. I tried to > preserve compatibility as far as possible. However, this might be a good > time to standardize all elements that wrap AbstractGoods in some way or > other. Any opinions on that?
Nothing strong, other than a general `now is a good time to make major changes' given we are heading for 0.11.x. > I think it will be necessary to replace part of the production logic > based on modifiers with something based on production elements, in order > to allow for production types with several input and output types. Definitely. Multiple output types will break BuildingType for a start. I have been trying to harmonize its routines with ColonyTile and/or WorkLocation, but doubt that is complete. > If this proves to be necessary, it might also be a good idea to switch tile > improvements to the same model, although I'm not yet convinced of that. We are still going to need to deal with modifiers somewhere, so this is probably just a code cleanliness issue. > In order to be able to change the production of colony center tiles, or > of buildings, in-game, it will be necessary to add a production type to > all work-places. Could you give an example? I am not sure what you are contemplating here. Cheers, Mike Pope
signature.asc
Description: This is a digitally signed message part.
------------------------------------------------------------------------------ Free Next-Gen Firewall Hardware Offer Buy your Sophos next-gen firewall before the end March 2013 and get the hardware for free! Learn more. http://p.sf.net/sfu/sophos-d2d-feb
_______________________________________________ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers