Re: [Freeciv-Dev] Scripting language
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Artur Biesiadowski wrote:
> See my post on building rulesets. For now ruleset for building would
> look like
>
> [hydro_plant]
Actually to match new ruleset styles this would be more like:
[building_hydro_plant]
and non-number values would be as strings.
> name="Hydro Plant"
> cost=240
> ..
> need_building=none
> special_condition=RIVER_OR_MOUNTAIN_NEAR_CITY
Why not
required_terrain = "River", "Mountains"
(implied OR) and then you also should be able to handle
coastal buildings (Harbour etc) simply by:
required_terrain = "Ocean"
Here the strings would be matched to terrain/special names
from the terrain ruleset. (Need specials to cover S_RIVER
as well as T_RIVER...(?))
> With scripting language we could do something like
>
> condition RIVER_OR_MOUNTAIN_NEAR_CITY
> {
> return city_has_terrain_near(city,RIVER) ||
> city_has_terrain_near(city,MOUNTAIN);
> }
>
> With scripting language possibilities are a lot greater - effects of
> building could be scripted - so citywall would have
>
> {
> modify_defence(city, 50);
> }
But then you still need to have something which implements
city_has_terrain_near() and modify_defence() ?
I think we can get reasonably general, and easier to
implement, just by having a largish number of fields
and flags.
Regards,
-- David
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