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DESIGN/PROJECT: GovernmentsModified complete

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  • DESIGN/PROJECT: GovernmentsModified complete

    Intro

    The GovernmentsModified concept was an idea to allow for flexibility in the structure of the text file databases (for units, buildings, etc.)

    Specifically it was an idea that the syntax of these be extended to allow for modifications to the individual records, based on government... so for a particular City Improvement, say a Granary, you might have another modified record (of the same improvement) for the Tyranny government... maybe making it cheaper, perhaps.

    Using this system, you could make Factories more productive, but more polluting under Communism, or Tanks more powerful under Fascism, all without any SLIC, additional identifiers, or code.

    I altered the db creation code, lexer definitions, and the base template class to achieve this.

    Caveat... one small issue remains... I was having issues with dynamic resizing (growth) of a pointerlist array, using an optimized algorithm. I used a workaround, since I was so close to completion, but it needs to be sorted to avoid a limited memory leak. Fixed.

    Tracing code also needs to be removed. Fixed.

    ---

    What is the syntax?

    The following would be the standard defintion of the courthouse.

    Code:
    IMPROVE_COURTHOUSE {
       DefaultIcon ICON_IMPROVE_COURTHOUSE
       Description DESCRIPTION_IMPROVE_COURTHOUSE
       EnableAdvance ADVANCE_JURISPRUDENCE
       ProductionCost 330
       Upkeep 1
       LowerCrime -0.1
    }
    If you wished to have a courthouse that operated slightly differently under monarchy you'd do the following:

    Code:
    IMPROVE_COURTHOUSE {
       DefaultIcon ICON_IMPROVE_COURTHOUSE
       Description DESCRIPTION_IMPROVE_COURTHOUSE
       EnableAdvance ADVANCE_JURISPRUDENCE
       ProductionCost 330
       Upkeep 1
       LowerCrime -0.1
    }
    
    IMPROVE_COURTHOUSE > GOVERNMENT_MONARCHY {
       DefaultIcon ICON_IMPROVE_COURTHOUSE
       Description DESCRIPTION_IMPROVE_COURTHOUSE
       EnableAdvance ADVANCE_JURISPRUDENCE
       ProductionCost 330
       Upkeep 3
       LowerCrime -0.3
       HappyInc -1
    }
    You should note that this is a modification to an existing record. There must be an record with the same name to allow for a modified record.

    The syntax using the '>' character allows for multiple government types, separated by commas.

    It also allows for alpha-numeric (no space) descriptions, which are ignored for purposes of parsing... so
    Code:
    IMPROVE_COURTHOUSE > DecreasedCrime_and_Happy_HarshGovs , 
    GOVERNMENT_MONARCHY, GOVERNMENT_THEOCRACY {
    is perfectly valid, and modifies the courthouse record, for the Monarchy and Theocracy govs. Invalid Governments are also ignored, at parsing.

    There is an additional syntax that can be used within the record structure, that can be used instead of, or as well as, the above syntax...
    Code:
    IMPROVE_COURTHOUSE {
       DefaultIcon ICON_IMPROVE_COURTHOUSE
       Description DESCRIPTION_IMPROVE_COURTHOUSE
       EnableAdvance ADVANCE_JURISPRUDENCE
       ProductionCost 330
       Upkeep 1
       LowerCrime -0.1
    }
    
    IMPROVE_COURTHOUSE > Monarchy {
       DefaultIcon ICON_IMPROVE_COURTHOUSE
       Description DESCRIPTION_IMPROVE_COURTHOUSE
       EnableAdvance ADVANCE_JURISPRUDENCE
       [B][U]GovernmentsModified GOVERNMENT_MONARCHY[/U][/B]
       ProductionCost 330
       Upkeep 3
       LowerCrime -0.3
       HappyInc -1
    }
    It has been mentioned that there are only 64 buildings and 64 wonders. This is actually unrelated to the parser, and has to do with their storage and use within the city data.

    The GovernmentsModified system ignores this limitation for the modified records. You can still only have 65 buildings, but each of those buildings can have as many modified governments as you need. Essentially the system increases the number of buildings available.


    There was a suggestion for another syntax suggested a while back, but from my investigations, its impossible given the current lex definitions, would require a pretty thorough rewrite of the parser, plus would be much more costly in terms of access... something I wanted to avoid... however if a bison/flex pro would like to take a shot...

    ---

    Code access

    This whole system is only half the issue. The database records are accessed via 2 member functions... Get and Access. Get returns a const record, Access the record.

    While it would be nice to just rewrite the existing Get and Access functions to access the government subrecords, we don't have the context of what government is applicable to do that.

    I therefore made two overloaded functions...

    Code:
    template  const T *CTPDatabase::Get(sint32 index,sint32 govIndex)
        and
    template  T *CTPDatabase::Access(sint32 index,sint32 govIndex)
    which work alongside the existing

    Code:
    template  const T *CTPDatabase::Get(sint32 index)
        and
    template  T *CTPDatabase::Access(sint32 index)
    Notice the extra govIndex parameter. These are overloaded functions, so the existing functions can still be used.

    Work we (or maybe just I ) need to do

    None of the existing record access in the code (1700 hundred instances of ->Get( and ->Access(, not all of which are applicable,) use the new method... so they need to be changed...

    This, however, isn't complicated... just a lot of repetition.

    Here's an example of a couple of changes, that I used to test that the system was working fine...

    Code:
    [B]Original (from CityData::CanBuildBuilding):[/B]
    
    const BuildingRecord* irec = g_theBuildingDB->Get(type);
    
    [B]New:[/B]
    
    const BuildingRecord* irec = g_theBuildingDB->Get(type,g_player[m_owner]->GetGovernmentType());
    
    [i]and, from CityData::CanBuildUnit[/i]
    
    const UnitRecord *rec = g_theUnitDB->Get(type);
    
    [B]becomes[/B]
    
    	const UnitRecord *rec = g_theUnitDB->Get(type,g_player[m_owner]->GetGovernmentType());
    Last edited by MrBaggins; February 6, 2004, 16:07.

  • #2
    Good work .

    Comment


    • #3
      I found a problem with memory leaks with this, for brevity just the SoundRecord but in fact they leak all.

      -Martin

      1089 8 8712 0x00454061 [void * __cdecl DebugMemory_GuardedBlockAlloc(char const *,int,struct MemoryHeapDescriptor *,int,bool,unsigned char,bool)+0x121] / 0x00455954 [DebugMemory_GuardedMalloc+0x34] / 0x00455c92 [void * __cdecl operator new(unsigned int)+0x22] / 0x006ebcfc [public: void __thiscall CTPDatabase::Add(class SoundRecord *)+0x33c] / 0x006eb696 [public: long __thiscall CTPDatabase::Parse(class DBLexer *)+0xa6] / 0x0045f3cc [public: long __thiscall CivApp::InitializeAppDB(class CivArchive &)+0xe6c] / 0x00462bf4 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int)+0x314] / 0x0045c51a [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)+0x3aa] / 0x0045bb64 [WinMain@16+0x74] / 0x00addf83 [WinMainCRTStartup+0x1b3] / 0xbff8b560 [(kernel)+0x0] / public: void __thiscall CTPDatabase::Add(class SoundRecord *)
      Civ2 military advisor: "No complaints, Sir!"

      Comment


      • #4
        Since I'm destructing every object thats created in the same code, along side the existing destructor code... either theres a problem with the destructor method I used in CTPDatabase, or the code doesn't destruct created DB objects properly to begin with.
        Last edited by MrBaggins; February 21, 2004, 16:10.

        Comment


        • #5
          Well I wonder what these lines should do in CTPDatabase.h, I commented them out without any problems.

          Code:
          /*	sint32* m_recordsModifiedLink;
          	sint32 m_numRecordsModifiedLink;
          	sint32 m_allocatedRecordsModifiedLinkSize;
          
          	sint32* m_modList;
          	sint32 m_numModList;
          	sint32 m_allocatedListSize;*/
          -Martin
          Civ2 military advisor: "No complaints, Sir!"

          Comment


          • #6
            Can’t wait to get this in a play test.
            "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
            The BIG MC making ctp2 a much unsafer place.
            Visit the big mc’s website

            Comment


            • #7


              A great addition for the playtest builds.
              Solver, WePlayCiv Co-Administrator
              Contact: solver-at-weplayciv-dot-com
              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

              Comment


              • #8
                That offers many new possibilities... changing your government will not become a simple decision, though it will be difficult to predict the effects if there are too many changes under each government type.

                Anyway...
                "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

                Comment


                • #9
                  Originally posted by Martin Gühmann
                  Well I wonder what these lines should do in CTPDatabase.h, I commented them out without any problems.
                  [snip]
                  A leftover from CTP1, perhaps? They changed most of the database access code between CTP1 and 2, so I guess there's lots of useless old stuff lying around...

                  Comment


                  • #10
                    Originally posted by J Bytheway
                    A leftover from CTP1, perhaps? They changed most of the database access code between CTP1 and 2, so I guess there's lots of useless old stuff lying around...
                    Maybe I should have said that this piece of code was part of MrBaggins' GovernmentsModified modification, he added that part of code but didn't use it.

                    -Martin
                    Civ2 military advisor: "No complaints, Sir!"

                    Comment


                    • #11
                      I ran across the link to this in the code. Has anyone tried this? Have they made govt specific buildings and improvements? (I guess you could do it by making available for the normal building with subneural adds and then make it available at other techs for different governments)...
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

                      Comment


                      • #12
                        Originally posted by E
                        I ran across the link to this in the code. Has anyone tried this? Have they made govt specific buildings and improvements?
                        As far as I know noone has tried.

                        Originally posted by E
                        (I guess you could do it by making available for the normal building with subneural adds and then make it available at other techs for different governments)...
                        No, it doesn't work like this. MrBaggins posted the syntax here, nothing with different techs and so on, just a different government.

                        -Martin
                        Civ2 military advisor: "No complaints, Sir!"

                        Comment


                        • #13
                          Originally posted by Martin Gühmann

                          As far as I know noone has tried.
                          I just tried it and it doesn't work. It doesn't crash the game or give anything invalid, but it's not finished. Just like it (seems) MrBaggins says in the opening post.
                          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                          CtP2 AE Wiki & Modding Reference
                          One way to compile the CtP2 Source Code.

                          Comment


                          • #14
                            Originally posted by Maquiladora
                            I just tried it and it doesn't work. It doesn't crash the game or give anything invalid, but it's not finished. Just like it (seems) MrBaggins says in the opening post.
                            Well, that's what MrBaggins says about.

                            Originally posted by Maquiladora
                            None of the existing record access in the code (1700 hundred instances of ->Get( and ->Access(, not all of which are applicable,) use the new method... so they need to be changed...
                            So here you have the problem, so far I made it working or it least it should work with the UnitDB. Maybe there are also other databases but there is no guaranty.

                            -Martin
                            Civ2 military advisor: "No complaints, Sir!"

                            Comment


                            • #15
                              Originally posted by Martin Gühmann

                              So here you have the problem, so far I made it working or it least it should work with the UnitDB.
                              Thanks

                              Maybe there are also other databases but there is no guaranty.
                              MrBaggins mentions some repetitious work, if I can help with that, to get it working for all databases, then tell me how.
                              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                              CtP2 AE Wiki & Modding Reference
                              One way to compile the CtP2 Source Code.

                              Comment

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