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[Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324)
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[Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324)
From: rf13@xxxxxxxxxxxxxxxxxxxxxx
Date: Wed, 21 Aug 2002 06:36:18 -0700 (PDT)

On Tue, Aug 20, 2002 at 09:37:03PM +0000, Per I. Mathisen wrote:
> On Tue, 20 Aug 2002 rf13@xxxxxxxxxxxxxxxxxxxxxx wrote:
> > I dislike the triggers. Why don't is a simple "player is a living
> > dead" flag (think unix zombie tasks) enough.
> 
> The "living dead" flag was what I started out with. It is an ugly hack and
> it had some problems, though I have forgotten the specifics. Basically it
> would be a subset of the triggers code, because you will want to resolve
> the situation as soon as you can and get the player properly dead anyway.
> 
> The triggers solve a general problem, and it can be used to implement
> server-side scripting or events ruleset later, if desired. I have a
> concept-stage patch for an events ruleset using triggers lying around
> somewhere. Also as the code becomes more generalised, problems like this
> will arise from time to time, and it is better to solve this properly than
> to add one hack after another, which I think it what you are suggesting.

I don't see the difference. At the time you resolve the triggers you
can also really kill the player.

About the generalisation: server-side scripting is bad. Can you
describe (not in code) what you want to achieve with ruleset events?

        Raimar



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