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

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Thu Apr 14 07:33:29 JST 2022


#42659: Unhardcode autoupgrade

  Open Date: 2021-07-23 01:19
Last Update: 2022-04-14 00:33

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/42659
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Last Changes/Comment on this Ticket:
2022-04-14 00:33 Updated by: alienvalkyrie

Comment:

Reply To cazfi
Reply To alienvalkyrie
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.
Also; is this patch alone enough for such needs?
As far as I can tell, yes, so long as it doesn't require multiple effects with different AI consideration.
it sounds more like an attempt to decide if this should go to master development branch, than of an attempt to decide if this should go to a stable branch.
Good point. @ihnatus: would you be fine with pushing this back to S3_2; both to remove it from the S3_1-d3f stress, and to give us more time to figure out what exactly to do with this issue?

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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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