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[Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset
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[Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset

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To: freeciv-dev@xxxxxxxxxxx (Freeciv developers)
Subject: [Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset unification)
From: Reinier Post <rp@xxxxxxxxxx>
Date: Sun, 30 Sep 2001 22:56:02 +0200

On Sun, Sep 30, 2001 at 07:21:01PM +0200, Raimar Falke wrote:

> > To denote an object, you could use
> > 
> >   + field names (eg. 'ailevel', 'players')
> >   + the value of the 'name' field or a case-insensitive prefix (eg. 'Eliz')
> >   + with lists, index numbers (eg. '5')
> >   + with lists, syntax to denote the last and (last+1)-th element
> > 
> >   + rules to omit full path names in contexts where they can be derived
> 
> This may be a bit to much for the first version. The first version
> should have the same power as the current code. You can program code
> to understand various short cuts later.

I agree, except that name prefixes to indicate objects are already used
(for players), so this must be supported anyway.

> > A distinction must be made between pointers and their values
> > (usually objects or lists).  This is only important when a
> > pointer is used as the right hand side in an assignment:
> > 
> >   set "Dresden".worklist = "Leipzig".worklist
> 
> Do we really need such constructs? I agree that there are some
> problems if such powerful constructs are introduced.

They will be needed to express savegames.  They will definitely be
needed if this language is to be extended to be a client-side
scripting language (a human readable, and more powerful, version
of the existing binary protocol) but that may never arrive.

>       Raimar

-- 
Reinier


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