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[Freeciv-Dev] Re: freeciv 1.12.1 spec?
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Subject: [Freeciv-Dev] Re: freeciv 1.12.1 spec?
From: "ansutton@xxxxxxx" <dbsmith@xxxxxxxxxxx>
Date: Wednesday, 05 Dec 2001 20:19:32 -500

Originally to: David Bryan Smith

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From: Andrew Sutton <ansutton@xxxxxxx>
Organization: Software Emgineering Pros.
To: jdorje@xxxxxxxxxxxxxxxxxxxxx, Jason Short 
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Subject: [Freeciv-Dev] Re: freeciv 1.12.1 
spec?
Date: Wed, 5 Dec 2001 15:30:06 -0500
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On Wednesday 05 December 2001 03:10 pm, Jason 
Short wrote:
> I guess I'm thinking back to the way 
PayCivs did it - this was, IMO,
> pretty good.  When in "tutorial mode", 
there would be hooks for specific
> events client-side.  When that event 
happened, a popup window would give
> you tutorial information, and then the hook 
for that event would be
> removed (so that it was not given again).

i didn't realize that the other games 
separated client/server. hmm... that 
sounds fair enough.

later games (not just civs - i'm really 
thinking about RTS games and Age of 
Wonders) have built the trigger system into 
the game itself and tuturials 
were just built ontop of the trigger system.

> In theory it'd be good to have this text be 
common to all civ GUI's, but
> that may not be possible if it gives UI 
information that differs between
> GUI's.  I'm not sure how to handle this.  
Obviously the hooks should be
> in common code (if at all possible), but 
the implementation of the popup
> will need to be gui-specific (although it's 
possible a function exists
> already that will do such a popup).

probably, but standardizing client reactions 
to server generated triggers 
would be a little more interesting :) 
besides, along with the generalization 
effort going along to get more mods, you 
really get into scenario development 
for those mods.

client triggers would be good for a first 
step it would give us some ideas on 
requirements for introducing triggers into 
the game itself (server). i think 
the best way to go about doing that is to 
define a nice clean trigger api 
that is capable of testing various conditions 
and then posting notifications 
back to the client. unfortunately, this is 
probably a non-trivial development.

later this api/implementation could be moved 
into the server and strapped on 
to the network interface for remote 
triggering.

andy



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