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Technical Coding Discussion

Pulling the technical coding discussion out of the pitboss etiquette thread:

(December 8th, 2020, 14:54)Charriu Wrote:
(December 8th, 2020, 11:23)Cornflakes Wrote: @Charriu, is it possible to tie the resource-check for each player to their "end turn" event rather than the turn roll? In this way, the production can all be processed simultaneously at the turn roll, but players have the ability to actually use resources that are connected when they actually play their turn.

The way the code is structured would make this very hard and I would have to change a lot of stuff to get it work. I would not want to dare that if it isn't absolutely necessary.

Could this be approached via giving improvements 3 states:
- Improved
- Pending_Pillaged (temporary state in which the resource is actually connected in the city screen and "under the hood" for unit production, but the tile is displayed on the map as unimproved as in the current pillage implementation)
- Fully_Pillaged (improvement destroyed as in current implementation)

When improvement gets pillaged, it goes from Improved to pending_Pillaged so that the improvement is not displayed on the map, but the resource remains connected. Then after turn roll and production is processed, do a check to convert all Pending_Pillaged resources to Fully_Pillaged.

This way you don't have to change anything regarding the production processing for an individual player. UI for the map remains consistent and the improvements disappear from the map as expected when pillaged, but they can remain connected until after production is processed. The same designation would need to be used for roads so that cutting a road also maintains connection of the resource for production purposes, but the map graphic and unit movement of the road still disappear immediately when pillaged.
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I'd guess that means reprogramming the way improvements work. How many hours are we willing to pay Charriu to work on this?
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You will also have to be careful that this does not break the game under sequential turns.
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I appreciate the input, but as easy as it sounds like, it unfortunately is not. There is a lot more to it in the background, for example

- These states would need to be distributed across the network
- Construction and destruction of the same improvement need to be managed.
- Finding all the code sections that are connected to this.

There also is the issue that Noble brought up. While not a problem it is easy to mess up things there.
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(December 8th, 2020, 16:16)Old Harry Wrote: I'd guess that means reprogramming the way improvements work. How many hours are we willing to pay Charriu to work on this?

Wait, I get paid? neenerneener
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(December 8th, 2020, 16:36)Charriu Wrote:
(December 8th, 2020, 16:16)Old Harry Wrote: I'd guess that means reprogramming the way improvements work. How many hours are we willing to pay Charriu to work on this?

Wait, I get paid? neenerneener

Bought ya a coffee! Although that is some cheap coffee...
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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(December 8th, 2020, 17:02)superdeath Wrote:
(December 8th, 2020, 16:36)Charriu Wrote:
(December 8th, 2020, 16:16)Old Harry Wrote: I'd guess that means reprogramming the way improvements work. How many hours are we willing to pay Charriu to work on this?

Wait, I get paid? neenerneener

Bought ya a coffee! Although that is some cheap coffee...

Actually it was meant as a joke, but thank you very much. bow
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Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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