[Freeciv-tickets] [freeciv] #42659: Unhardcode autoupgrade

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Wed Apr 13 05:06:27 JST 2022


#42659: Unhardcode autoupgrade

  Open Date: 2021-07-23 01:19
Last Update: 2022-04-12 22:06

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/42659
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Last Changes/Comment on this Ticket:
2022-04-12 22:06 Updated by: alienvalkyrie

Comment:

Reply To cazfi
Reply To alienvalkyrie
To be clear, I'm not necessarily opposed to moving autoupgrade to Lua script for now – I just
 a. think it's important to have a plan for how we're gonna do this more cleanly later, and
 b. am worried that even if we have a plan, this might turn into one of those "temporary" solutions that will be lying around for eighteen years before someone notices there's a better way now.
I don't think anybody is working on such a plan now? Does that alone mean that we're rejecting this from S3_1? (I'm not saying that it's the only thing blocking this. It might just be something that renders further considerations irrelevant.)
The hint of a plan I have would be to make User Effects variable and definable (like e.g. user-defined terrain flags), and then maybe allow attaching AI hints to those. There's obviously no way that's still ending up in S3_1, but if we solidify that as a plan, we might be able to justify merging this patch now already (although it would still feel a bit like putting the cart before the horse, half-unhardcoding something before the potential to fully unhardcode it exists).
One relevant question would be: Is there a current, acute need from ruleset authors to customize the upgrade code – in a context where the AI still has to care about it? Because that would be a circumstance requiring what this patch does.

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Ticket Status:

      Reporter: ihnatus
         Owner: (None)
          Type: Feature Requests
        Status: Open
      Priority: 5 - Medium
     MileStone: S3_1 d3f
     Component: General
      Severity: 5 - Medium
    Resolution: None
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Ticket details:

Autoupgrade (Leonardo effect) is a gimmick bonus, like hut findings, but it is now hardcoded. The result is, we can't have any good way for adding flexibility to it (e.g., upgrade only units in domestic borders, or have wonders that upgrade different classes separately). So, the logical solution is: write autoupgrade code into a Lua callback in default.lua, and the effect "Upgrade_Unit" will just be used by AI and autohelp as it is, and the default callback looks at it but some other one might not. To do it, we must develop in separate tickets:
"phase_end" signal (called in srv_main.c when we now deal with this effect, after do_tech_parasite_effect() and before  player_restore_units() from which we cut do_upgrade_effects());
API to do the things do_upgrade_effects() does:
void (Unit):transform(Unit_Type to_what, bool dont_lose_veteranship) -- maybe the second parameter may be unhardcoded further?
an API for unit_upgrade_test(punit, TRUE). Suggestion:
string (Unit):transform_blocker(Unit_Type tf_to) -- possible values: nil, "cargo", "transport", "tile"; maybe numeric results and constants table for less garbage
Unit_Type (Unit_Type):upgrade_type(Player owner) --for can_upgrade_unittype(), maybe also a shortcut Unit_Type (Unit):upgrade_type(); nil if can't yet upgrade
maybe as more low-level control of the previous: Unit_Type (Unit_Type).obsoleted_by and bool (Player):can_build_direct(Unit_Type utype).

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