Re: [Freeciv-Dev] Scripting language
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Artur Biesiadowski wrote:
> With scripting language possibilities are a lot greater - effects of
> building could be scripted - so citywall would have
>
> {
> modify_defence(city, 50);
> }
>
> I suppose that implementing it in useful manner would change freeciv
> from civII clone to generic civ-like game engine. But that would require
> titanic amount of work - writing parser/interpreter would be easiest I'm
> afraid - entire code would need to evaluate various scriptfuns to work.
> I doubt if any single ruotine tied to pure logic would be left
> unchanged.
I am working on a way to make freeciv 'scriptable'. I mentioned this a
couple of months back. I've designed and written a very light-weight
virtual machine, for another project. As a test case for this virtual
machine, I intend to embed it into freeciv, which will allow me to make
a version of freeciv with, eventually, almost no hard-coded special
cases.
First I intend just to do units - indeed, just attack and defence rules.
I will be sure to post here when I have anything to look at.
Jules
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