This is the mail archive of the
xconq7@sources.redhat.com
mailing list for the Xconq project.
Re: Building
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: mskala at ansuz dot sooke dot bc dot ca
- Cc: xconq7 at sources dot redhat dot com
- Date: Wed, 12 May 2004 19:50:26 -0400 (EDT)
- Subject: Re: Building
Hi Matthew,
On Wed, 12 May 2004 mskala@ansuz.sooke.bc.ca wrote:
> quite bizarre. Several of my failed attempts create behaviour where new
> units will be built into the target cell until it's full, then into every
> one of the six cells surrounding the builder until those are full as well.
This sounds very much like the runaway creation spree bug that I
squashed, and which then appeared with acp-indep units, which Hans
then squashed for the most part, and I thought I had finished
squashing the part that managed to ooze out from under his shoe.
I will look into it as soon as I get this wake behavior patch out
of the way.
> It looks to me like one of the problems is that we aren't clear on the
> difference between "build" and "create".
At the action level, we are completely clear. At the task level,
'do_build_task' handles both creation and building. The GDL
documentation is sectioned along action types rather than task
types. I haven't looked at the player documentation in awhile, so
I don't remember if it makes such a distinction.
> It looks like the first action
> used to make a new unit is supposed to be a "create",
Yes, that is what I was trying to tell you in my list of notes
last night. I said something to the effect of "must create before
build".
>and any subsequent
> actions (if and only if additional actions are needed beyond the first,
> and that is not the default) are supposed to be "build".
Yes.
> its thing, and the "build" command in the UI isn't clear on which kind of
> action it actually initiates. It looks like it initiates either or both,
> and sometimes also "move".
Yes. If the creator/builder is mobile, it should attempt to get
within building range first. If you ask to create/build a unit of
the same type as an incomplete unit in the same cell as the
designated create/build cell, the creator/builder will help build
the incomplete unit instead of creating a new one. If no matching
incomplete unit of the desired type exists in the designated cell,
then creation of a new unit should be attempted. And this
behavior is fine for most cases, except the one where a player
wants to initiate parallel builds of the same type of
unit in the same cell. And I think this is a rare exception,
considering that more than one builder may work on the same unit,
and this accelerates that unit's completion.
Eric