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[Freeciv-Dev] Re: multiplayer mode is all that counts
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To: Daniel L Speyer <dspeyer@xxxxxxxxxxx>
Cc: Asher Densmore-Lynn <jesdynf@xxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: multiplayer mode is all that counts
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 20 Sep 2001 10:14:47 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Wed, Sep 19, 2001 at 10:25:54PM -0400, Daniel L Speyer wrote:
> On Thu, 13 Sep 2001, Asher Densmore-Lynn wrote:
> 
> > At 08:41 PM 9/13/01 +0200, Raimar wrote:
> > 
> > >> Scripting is fine for some tasks but 'ordinary' people don't enjoy it
> > >> much. 
> > >
> > >> Besides we don't want to turn freeciv into Corewars do we? :-)
> > >
> > >It is an interesting option.
> > 
> > THIS is something I'd -happily- contribute to.
> > 
> > I really, really want client-side scripting, but I don't have the mad
> > skills to code it. And when I looked at the AI code, I curled up into a
> > little ball and sobbed. But the scripts, them I could write.
> > 
> > But if you shipped FreeCiv with a default set of ministerial scripts
> > ("Combat Minister: Replace lost units in the city flagged as "owned" by CM;
> > units not on Sentry will attack if they think they can win; opponent
> > movement in my units line of sight will be sent to console") ("City
> > Minister: Adjust city populations to avoid rebellions, warn if it'd be more
> > efficient to change global luxury instead") ("Research Minister: Doing a
> > quick test for each technology ('lots of defeated units? let's go for
> > Ironworking'), suggest the next best tech to acquire")... and you left 'em
> > turned on by default, but with an easy way to turn 'em off permanently...
> > FreeCiv could be a lot more fun.
> > 
> > People could write up more elaborate scripts later... but the FreeCiv core
> > would ship with a deliberately understated set.
> > 
> 
> I think the general environment might be a set of hooks and scripting
> actions.  I've been working on it for movement of enemy units.  The
> archetechture I've built is a hooks list in the tile structure.  Whenever
> the client receives a message that an enemy unit has moved onto a tile, it
> looks at the tiles hooks and executes them (each hook consists of a
> function pointer and a data pointer, though the function also receives the
> co-ordinates of the tile and the unit the moved onto it).  This is a
> pretty extendable system, and it seems similar to how humans play.
> 
> I think most of client-side AI could be done this way.  There could be
> hooks for science report, combat, turn start, etc.
> 
> What does everybody think?

You have now my attention. Can you give more information, a design
document or code?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Understanding is a three-edged sword; 
  your side, their side, and the truth."
    -- a well-known Vorlon



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