05-28-2014, 04:22 PM
With the dependents patch nearly wrapped up I have been looking into adding some way to drop zero minute techs from the repair list (I have a lot of techs and the clutter is annoying) but my first attempt did not go well.
I know that the list calls getTechs() to populate the list. My first attempt modified this to actually drop the techs with 0 time left. The problem though is when I have to bring tech teams to full strength it also drops o minute techs from the list.. So, the problem I have is what to do about it.
The best solution I see is having two getTech functions. One for normal use and one for the repair/mothball/refit(?) list taking an int or bool (depending on what is used to check if overtime is allowed).
getTechs() { code... }
getTechs(bool overtime) { code... }
Is this a good way to do it or is there a preferred way you (devs) want this done?
I know that the list calls getTechs() to populate the list. My first attempt modified this to actually drop the techs with 0 time left. The problem though is when I have to bring tech teams to full strength it also drops o minute techs from the list.. So, the problem I have is what to do about it.
The best solution I see is having two getTech functions. One for normal use and one for the repair/mothball/refit(?) list taking an int or bool (depending on what is used to check if overtime is allowed).
getTechs() { code... }
getTechs(bool overtime) { code... }
Is this a good way to do it or is there a preferred way you (devs) want this done?