[Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset
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On Sun, Sep 30, 2001 at 10:56:02PM +0200, Reinier Post wrote:
> 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.
I'm not sure if this is a good idea. Why? The server
variable-or-ruleset problem is a real one. It is ok if the savegame
will hold the unified parameter (whenever form they will finally
have).
> 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.
This is a completely different problem IMHO. Some thoughts: you need
also commands for normal packets like move-unit, build-city,... If you
have a parser for this at the server you can also remove all packets
and use such text-based packets. In the long run this allow more
flexibility and easier extension. But this now a no-issue since we
don't have a client side scripting.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"On the eigth day, God started debugging"
- [Freeciv-Dev] Re: Server/ruleset unification [Was [RFC PATCH] init_techs], (continued)
- [Freeciv-Dev] Re: Server/ruleset unification [Was [RFC PATCH] init_techs], Raimar Falke, 2001/09/26
- [Freeciv-Dev] Re: Server/ruleset unification [Was [RFC PATCH] init_techs], Arien Malec, 2001/09/28
- [Freeciv-Dev] commandline syntax and semantics (was: Server/ruleset unification), Reinier Post, 2001/09/28
- [Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset unification), Arien Malec, 2001/09/29
- [Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset unification), Reinier Post, 2001/09/30
- [Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset unification), Raimar Falke, 2001/09/30
- [Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset unification), Reinier Post, 2001/09/30
- [Freeciv-Dev] Re: commandline syntax and semantics (was: Server/ruleset unification),
Raimar Falke <=
- [Freeciv-Dev] Re: Server/ruleset unification [Was [RFC PATCH] init_techs], Raimar Falke, 2001/09/30
- [Freeciv-Dev] Re: Server/ruleset unification [Was [RFC PATCH] init_techs], Daniel L Speyer, 2001/09/25
- [Freeciv-Dev] Re: Server/ruleset unification [Was [RFC PATCH] init_techs], Reinier Post, 2001/09/27
- [Freeciv-Dev] Re: [RFC PATCH] init_techs, Justin Moore, 2001/09/24
- [Freeciv-Dev] Re: [RFC PATCH] init_techs, Reinier Post, 2001/09/24
- [Freeciv-Dev] Re: [RFC PATCH] init_techs, Reinier Post, 2001/09/24
- [Freeciv-Dev] Re: [RFC PATCH] init_techs, Reinier Post, 2001/09/24
- [Freeciv-Dev] Re: [RFC PATCH] init_techs, Justin Moore, 2001/09/24
- [Freeciv-Dev] Re: [RFC PATCH] init_techs, Reinier Post, 2001/09/25
- [Freeciv-Dev] Re: [RFC PATCH] init_techs, Justin Moore, 2001/09/26
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