Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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Here is my revised in-line code comments for factories. It corrects the mistake that Orm identified in my post yesterday. I have also expanded the text to include New and Moving factories. === // **************************************************************************** // Class TFactoryHex. // // A TFactoryHex can contain up to 3 factories. The factories in the hex are // differentiated using an index (0-2). Red factories are always listed first // followed by Blue and then Green. Printed factories are designated Permanent // internally. // // Most Green factories are those that were newly built (i.e., they are not // Permanent). However, when a Blue factory moves to a different city, it is // treated as being equivalent to a Green factory. // // The differences between Blue and Green factories are few: // (1) Blue factories can be moved to a new location under certain conditions; // Green factories can never be moved. // (2) Blue factories that are 'destroyed' are merely Damaged, and moved to the // Repair Pool, while 'destroyed' Green factories are removed from the game. // // Factories can only be 'destroyed' if playing with the optional rule // FactoryConstruction (which includes rules for factory destruction). Note // well that the following paragraphs about destroying, damaging, and repairing // factories only apply if the optional rule FactoryConstruction is being used. // // There are 3 ways in which a factory can be 'destroyed': // (1) By strategic bombing, // (2) Control of a red factory changes sides (when using the optional rule // ConstructionEngineers as described in Code Implementation below), and // (3) During the Factory Destruction phase when a major power chooses to // destroy a Blue or Green factory using one of its land units that occupies // the hex. // // If a Red or Blue factory is 'destroyed', by any means, then it becomes // damaged and a unit representing the damaged factory is placed in the Repair // Pool. If a Green factory is 'destroyed', it is removed from the game. // // Repair of a damaged factory in the Repair Pool is initiated during the // Production phase by spending build points to repair the factory. The factory // then arrives as a future 'reinforcement'. In actuality, upon arrival the // factory simply changes from damaged to usable. // // If using the optional rule ConstructionEngineers, then an engineer unit must // be in the factory's hex during the Production phase in order to spend build // points to repair the factory. // // ++++++++++++++++++++++++++++++++++ // Code Implementation for factories. // ++++++++++++++++++++++++++++++++++ // A factory typically has no associated unit counter. Instead, the factory is // displayed as an icon in the hex. For example, this is true for all Permanent // (Printed) factories. Temporary factory units are created under four // circumstances: // (1) when a new factory is built, // (2) when a factory is being moved, // (3) when a factory is damaged, and // (4) when an undamaged Blue or Green factory is controlled by the enemy. // In all these cases the temporary factory units are placed in off-map pools so // players can see the status of factories that are not currently usable but // which may become usable in the future. // // Building a new factory causes a New Factory unit to be created and placed in // a Production Pool. Once the factory arrives as a 'reinforcement', the New // Factory unit is removed from the game and the factory icon in its arrival hex // is modified to display a new Green factory. // // Moving a Blue factory by rail causes a Moving Factory unit to be created and // placed in a Production Pool. Once the factory arrives as a 'reinforcement', // the Moving Factory unit is removed from the game and the factory icon in its // arrival hex is modified to display a new Blue factory. Some scenarios start // with the USSR having Moving Factory units in the Setup tray and/or a // Production Pool. The USSR player can placed these factories in any valid // city hex in the USSR. However, all factories that are moved during a game // have their destinations specified by the player when they are first moved. // Those destinations cannot be changed and the factory must arrive in the city // hex originally chosen by the player. // // 'Destroying' a Red or Blue factory during strategic bombing causes a Damaged // Factory unit to be created and placed in the Repair Pool. Destroyed Green // factories are simply removed from the game. // // When control of a factory hex changes sides, there are 2 possibilities: // (1) the factories are 'Captured' by the enemy, or // (2) the factories are 'Recaptured' by the side that originally controlled it. // For instance, Germany occupying Lille 'Captures' the factories in the hex; // while if the Allies later occupy Lille, then they 'Recapture' the factories. // // Capturing or Recapturing a factory hex containing damaged factories does not // affect the damaged factories, unless they are in the process of being // repaired. If they are being repaired, then that process is aborted and the // damaged factory units are returned to the Repair Pool. // // Undamaged Blue and Green factories are never usable when Captured, but are // immediately usable when Recaptured. // // Undamaged Red Factories are immediately usable by the new owner when they are // Captured or Recaptured, unless the optional rule ConstructionEngineers is // being used. If the optional rule ConstructionEngineers IS being used, then // for each undamaged Red factory in a Captured or Recaptured factory hex, a // Damaged Factory unit is created and placed in the Repair Pool. // // When a factory hex is Recaptured, for each undamaged Blue and Green factory, // there should be a Factory unit in the Reserve Pool. That unit is removed // from the game and the corresponding Blue/Green factory immediately becomes // usable by the original owner. // // If during the Factory Destruction phase a Blue factory is destroyed, its // Factory unit in the Reserve Pool is converted to a Damaged Fatory unit and // moved into the Repair Pool. Destroying a Green factory causes its Factory // unit in the Reserve Pool to be removed from the game. // // During the Production phase, a player may repair his damaged factories by // spending build points. If using the optional rule ConstructionEngineers, // then an engineer unit must be in the factory's hex. When a factory is // repaired, the Damaged Factory unit for the repaired factory is moved from the // Repair Pool to a Production Pool to arrive as a reinforcement. Upon arrival, // the Damaged Factory unit is removed from the game and the factory is shown as // usable on the map (and in the Production Planning form). // ****************************************************************************
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Steve Perfection is an elusive goal.
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