[Freeciv-Dev] Configurable units etc: Rulesets patch
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An updated version of my "rulesets" patch to allow user-configurable
units etc without recompiling is now available at
http://msowww.anu.edu.au/~dwp/freeciv/patches/
(files rulesets5.diff.gz etc)
It is patch vs current (~ Nov 7) cvs freeciv. I won't post it here
because its rather large (51 kB gzipped). Currently included rulesets
are "default" (standard) freeciv, and "civ1".
Since previous releases of this patch (~ August) it has had various
improvements, structural revisions, keeping up with cvs etc. I consider
that its now in a state that (preferrably after a bit more testing) it
could be included into CVS.
As I said in an email quoted by Chris Weber:
> > If 1.7.2 is going to come out soon then I'm thinking to include
> > my patch soon _after_ 1.7.2 (rather than introduce lots of new
> > bug opportunities for the release).
But if enough people want it I don't object to it being included
before 1.7.2 After watching the identical development of all-AI games
with and without this patch, with the same random seeds and the default
rulesets, I'm reasonably confident that at least with the default
rulesets there aren't too many new bugs despite the many source changes.
Following is the README.rulesets file.
-- David
----------------------------------------------------------------------
Freeciv Rulesets, by David Pfitzner, dwp@xxxxxxxxxxxxxx
----------------------------------------------------------------------
Quickstart:
-----------
Rulesets allow modifiable sets of data for units, advances,
improvements, and wonders, without requiring recompilation, in a way
which is consistent across a network and through savegames. (In the
future there could be other categories of rulesets, eg terrain,
governments?)
- To play freeciv normally: don't do anything special; the new
features all have defaults which give the standard freeciv
behaviour.
- To play a game with rules more like Civ1, start the server with:
./ser -r civ1.serv
(and any other command-line arguments you normally use).
Start the client normally, using a client compiled from a source
distribution which includes rulesets. A non-rulesets-aware client
will be rejected if it tries to connect to a rulesets-aware server,
and vice-versa.
Note that the freeciv AI might not play as well with rules other
than standard-freeciv. (See notes below.)
The rest of this file contains:
- More detailed information on creating and using custom/mixed
rulesets.
- Information on implementation, and notes for further development.
----------------------------------------------------------------------
Using and modifying rulesets:
-----------------------------
Rulesets are specified using new server options. The command above
of "./ser -r civ1.serv" just reads a file which sets these options
(as well as a few of the standard server options). The new server
options are:
techs, units, buildings.
They are special server options in that they take string values, but
otherwise the behave like normal server options. Eg, try the server
command "help techs".
For each of these options, the value of the option specifies the name
of a file in the freeciv data directory, where the full filename is:
(option_value)_(option_name).ruleset
Eg, the commands:
set techs default
set units civ1
set buildings custom
would specify the files:
data/default_techs.ruleset
data/civ1_units.ruleset
data/custom_buildings.ruleset
(This is just an example, and may not give very sensible rules; the
file data/custom_buildings.ruleset doesn't exist unless you create
it.)
The ruleset files in the data directory are user-editable, so you can
modify them to create modified or custom rulesets (without having to
recompile freeciv). It is suggested that you _don't_ edit the
existing files with prefixes "default" and "civ1", but rather copy
them and edit the copies. This is so that its clear when you are
using modified rules and not the standard ones.
The format used in the ruleset files should be fairly
self-explanatory. A few points:
- The files are not all independent, since eg, units depend on
advances specified in the techs file.
- Wonders and city improvements have a new field, "variant". This
allows limited changes to the effects of specific wonders and
improvements, where such changes have been implemented. The help
system (and also the "TODO Variants" section below) specify the
variant effects which have been implemented so far.
- Units have a new field, "roles", which is like "flags", but
determines which units are used in various circumstances of the
game (rather than intrinsic properties of the unit).
See comments in common/unit.h
- The units file contains 4 tables. These should all contain the
same unit names in the same order.
- The [unit_adjustments] section of the units file deserves some
explanation. It contains the entries:
max_hitpoints, max_firepower, firepower_factor.
The first two entries (unless zero) override the hitpoints and
firepower entries in the units.u2 data-table, as a convenience.
The value of firepower_factor is used when combat is resolved:
All combat firepower values are multiplied by firepower_factor,
which means that the effective hitpoints of any unit is really
(hitpoints/firepower_factor).
Actually, it is these effective hitpoints which are report to the
client for all hitpoint values.
(This complicated setup is so that the AI calculations don't
blow up when using Civ1 rulesets.)
Note that some properties of units, advances, etc are still compiled
in properties (eg, see the TODO section below), so when making custom
rulesets you should aim to make changes as limited as possible, to
have the best chance of the changes working properly.
----------------------------------------------------------------------
The civstyle option:
--------------------
The server option civstyle still exists, but, as before, it doesn't
actually do anything. Rulesets allows civ1 style rules (to some
approximation) with more flexibility that a single server option.
Potentially the civstyle option could still be put to some use in
the future, for Civ1/Civ2 differences which are not covered by
rulesets.
----------------------------------------------------------------------
The AI:
-------
An important caveat regarding rulesets is that while rulesets allow
considerable flexibility, the AI has been designed and tested using
Civ2 rules. So the AI may not do as well with modified rules.
I've made some changes to the AI to try to take some of the ruleset
changes into account, and I've fudged the combat calculations to try
to avoid core dumps, but in general you should not expect the AI to
work as well with non-default options (where Civ1 is definitely
included in "non-default").
Examples of problems which have not been fixed:
- Units not having hitpoints in Civ1 can make a big difference to
appropriate combat strategies.
- City walls are sufficiently different (increased build cost, and
upkeep; and effect vs sea) to require different handling?
- Without the Harbour and Offshore Platform improvements, cities with
many ocean squares are much more limited in Civ1.
- Wonders which only work on a single continent are not given special
consideration by the AI.
Hopefully this situation can be improved in the future, but the more
flexible the rules, the harder to write a good AI...
----------------------------------------------------------------------
Implementation details:
-----------------------
This section and following section will be mainly of interested to
developers who are familiar with the freeciv source code.
Rulesets are mainly implemented in the server. The server reads the
files, and then sends information to the clients. Mostly rulesets
are used to fill in the basic data tables on units etc, but in some
cases some extra information is required.
For units and advances, most of the information regarding each unit
or advance is captured in the data tables, so it may be feasible to
eventually make them fully customizable. For improvements and
wonders, each one has a largely unique effect, so the effects
themselves are still hardwired in the code. The "variant" field now
allows some flexibility, though the effects themselves must still be
hard-coded.
----------------------------------------------------------------------
Changes outline:
----------------
Server options: Server options can now optionally be string-valued.
Three new string valued options to specify rulesets.
Loading rulesets: New files server/ruleset.[ch] to read in the
ruleset files, and functions for sending the data to clients. Moved
datafilename from client/climisc to common/shared so the server can
use it. (And related changes to ser script and Makefiles.)
Communication: New and modified packets and related functions and
cases. (The game_info packet has been extended, which is ok because
capabilities ensure only ruleset-aware clients and servers are
allowed to talk to each other.)
Variants: Added variant field to "struct improvement_type"; it gets
set with the other fields when rulesets are loaded. Scattered
changes to implement the new variant effects. Added a new widget in
the help for wonders and improvements to show variant value, and new
help text to describe each variant.
Roles: Added roles field to "struct unit_type". Added new functions
in unit.c to make it easy to select units with given flag or give
role. Made unit flag macros into an enumerated type which is only
converted into bit-masks internally.
Expanded "struct civ_game": Strings for the new server options, and
miscellaneous ruleset information which doesn't go into the data
tables.
Obsoleted: Removed hardwired data tables for advances, unit_types,
and improvement_types. They are not considered useful as a fallback,
because then they may not be what the user wants.
Removed set_civ_style() and related functions, since their effect
is now achieved by rulesets.
Remove hardwiring: various scattered changes to reduce cases of techs,
tech requirements, etc being hardwired, to reduce breakage if tables
are modified.
Client-side continents: Added functions to calculate continents from
the point of view of the client, for continent-based wonder effect
variants. If the client gets continents wrong (due to connecting
tiles being unknown), it might for example let you build a power
plant when it should be wonder-replaced by Hoover Dam. But the
effects will still be server-calculated, and hence take into account
correct continents.
(I'm not sure if this is the best solution, but it's better (for
this) than the client having no idea about continents. Maybe the
city_info packet should specify which improvements are obsolete or
wonder-replaced...?)
Makefiles: Added new files to distribution; new server/ruleset.o.
New/convenience functions:
improvement_variant(), player_owns_active_govchange_wonder().
----------------------------------------------------------------------
TODO:
-----
- More improvement and wonder variants for Civ1 (see next section).
- Other alternative (non-Civ1) variants? (If desired.)
- Could un-hardwire the advances required for:
bridges, railroad, fortress, government types.
- Could unhardwire effect of Mysticism on Temples;
(Any other advances which affect building effects?)
- List of advances which affect trade routes revenue.
- List of advances which increase population-based pollution.
- Work on making the AI handle non-default cases better.
- Could have other information to help the AI?
Eg, scores for units/techs/buildings, to help the AI know which
ones to prefer?
- Rulesets for: terrain, governments, ... ??
----------------------------------------------------------------------
TODO Variants:
--------------
First, those variants which have been implemented:
(Note Variant=0 should always be "standard-freeciv" effect.)
Barracks: Variant=0: just works for ground units (Civ2)
Variant=1: works also for air and sea units (Civ1)
Barracks II, Barracks III, Sun Tzu:
These use the same variant value and effect as
Barracks.
City Walls: Variant=0: only applies against land and heli units
Variant=1: applies against sea units too
Police Station: This uses the same variant value and effect as
Women's Suffrage (see below).
Pyramids: Variant=0: counts as Granary in every city (Civ2)
Variant=1: allows all government types and there is
no transition anarchy (Civ1)
United Nations: Variant=0: units regain extra hp per turn (freeciv)
Variant=1: allows all government types and there is
no transition anarchy (Civ1) (see note(*))
Hoover Dam: Variant=0: works on all cities owned
Variant=1: only works for cities on the same
continent as where the wonder is built
J.S. Bach: Variant=0: works on all cities owned
Variant=1: only works for cities on the same
continent as where the wonder is built
Women's Suff.: Variant=0: -1 unit-unhappy per City (-2 under
Democracy) (freeciv)
Variant=1: -1 unit-unhappy per Unit (Civ1)
Magellan's Exp.: Variant=0: gives sea units 2 extra move points
Variant=1: gives sea units only 1 extra move point
Great Wall: Uses same variant and effect as City Walls.
Other differences between Civ1 and Civ2/freeciv which have not been
implemented as variants:
Copernicus' Obs.: freeciv: science output +50% in a city
Civ1: doubles knowledge production in city, after
all other effects.
Isaac Newton's: freeciv: science output +100% in a city
Civ1: "increases effects of Libraries and
Universities" - by how much??
Michelangelo's: freeciv: same as a Cathedral in every city
Civ1: "increases effect of cathedrals" - by
how much??
There are other more minor Civ1/Civ2/freeciv differences, which
could be handled using variants, for:
Courthouse
Cure For Cancer
Hanging Gardens
Lighthouse
Notes:
Aqueduct and Sewer System:
The maximum sizes for cities without these improvements is handled
separately, without using variants. This leaves variants available
if some other effects are desired.
Colosseum, Cathedral:
Note that the technology effects on the effectiveness of Cathedrals
and Colosseums are not handled by variants, but by specially noting
the techs; see game.rtech fields cathedral_plus, cathedral_minus,
and colosseum_plus. Similar could be done for Temple and Mysticism
(but there Civ1 is the same, and the AI calcs are complicated by
the Oracle, which also affects Temples).
(*) United Nations:
I'm not sure what to do here: the diplomatic effect of Civ1,Civ2
isn't appropriate for multiplayer freeciv, and the hp effect of
freeciv isn't appropriate for Civ1 (no hitpoints). The govchange
effect seems reasonable -- note there is no Statue of Liberty in
Civ1, and Pyramids, which has the same effect in Civ1, becomes
obsolete. Alternatively a Suffrage-like effect would seem sensible:
your population is more willing to go to war if it has the sanction
of the United Nations!
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