[Freeciv-Dev] MacOS X gui-cocoa/ and AI...
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See a screenshot of the almost playable MacOS X freeciv client.
http://www.cs.cmu.edu/afs/andrew/usr18/bolson/public/freecivX20010109.png (or
.tiff) (200-300k)
I think it may be workable enough to let random people download and try by
Sunday or so.
I've been basing it off reading the gui-gtk code, but of course some things
will look different.
For one, how crucial is it to have actually separate windows for each city? As
is mine only shows one, whichever was last called in popup_city_dialog().
As for creating client side AI, it could be argued, that the AI should have
exactly the same information that a human might get from a GUI. As one who's
just written most of a gui-layer for civclient, I think this could indeed
easily be done with one proviso: Document the interface. What functions are
called by civclient to give notification, what functions are called by the
gui/AI layer to get information and make commands.
Currently, the civclient/gui-layer interface is strongly organized to cause GUI
events to happen. There are many calls to popup-some-user-element. If these
calls were reorganized into a more generic set of
notification/information/command functions, leaving the GUI to make the
decision to notify the user, then that set of functions could become an easy
common base for AI/Scripting and user interface. An AI/Scripting layer could
even be transparently interposed- it would usually pass information and
notification back to the user, but intercept and handle some things.
Of course, that's just my opinion.
-Brian Olson http://bolson.org/
- [Freeciv-Dev] MacOS X gui-cocoa/ and AI...,
Brian Olson <=
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