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Re: [Freeciv-Dev] Re: Default/optional entries in rulesets
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Re: [Freeciv-Dev] Re: Default/optional entries in rulesets

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To: Freeciv Dev <freeciv-dev@xxxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] Re: Default/optional entries in rulesets
From: Artur Biesiadowski <abies@xxxxxxxxx>
Date: Tue, 14 Sep 1999 15:40:15 +0200

Sebastian Bauer wrote:

[...]
> But this really is not the most important what have to be done. I
> think the next step would be now to generalize the building.ruleset.
> This is a little bit harder than the techs.ruleset. Have you already
> an idea for the new ruleset?



Looking at the mess with partisans I think that scripting language is a
must - too much resources go to problems trivially solved by scripts.

For example partisans - no need for such flag at all. Just make a script
listening for "city conquered" event, and in this script check for
needed tech and if it is available create partisans - any kind you want,
possibly mixed, anything.

This means in fact 'hardcoding' partisan creation routine in way that
changing partisan unit requires change of code - but is is in ruleset,
so it not really a difference if you move the flag or change one word in
script.

I'll try to embed scripting language this week. Of course only basic
hooks, just as a proof of concept. I'll try to stay language
independent, with example implementation in guile, but not promise of
that.

Question is if people are ready to add major dependency to freeciv -
guile in this case. Scripting is not just an addon, a lot of code will
migrate from C to scripts. BTW, we could add dependency on libpng at the
same time... :)

Artur

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