[Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324)
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On Wed, Aug 21, 2002 at 01:41:04PM -0700, Per I. Mathisen wrote:
> On Wed, 21 Aug 2002 rf13@xxxxxxxxxxxxxxxxxxxxxx wrote:
> > I don't see the difference. At the time you resolve the triggers you
> > can also really kill the player.
>
> That is what is done.
>
> The reason for the triggers code is that I am sure things like this will
> pop up again and again in the future, and instead of adding more hacks
> like "zombie players" or add funky stuff like
>
> (server/unittools.c:1825:)
>
> if (iter && ((struct unit*)ITERATOR_PTR((*iter))) == pcargo) {
> freelog(LOG_DEBUG, "iterating over %s in wipe_unit_safe",
> unit_name(pcargo->type));
> ITERATOR_NEXT((*iter));
> }
>
> to the code, it can be resolved in a clean way.
Why isn't cleaning this stuff an option?
> > About the generalisation: server-side scripting is bad.
>
> I am uncertain about the merits of server-side scripting, but I am not
> willing to dismiss it out of hand without any arguments.
>
> > Can you describe (not in code) what you want to achieve with ruleset
> > events?
>
> Have you ever looked at more complex civ2 scenarios/modpacks? Civ2 has an
> events ruleset, which is one of the reasons very good scenarios/modpacks
> can be built for it.
>
> There is a lot that can be achieved with an events ruleset:
> - move huts in there (so that they can be changed by modpacks)
> - a tutorial can be written in it (see civ2's "tutorial.txt")
> - events can be done there (again, modpacks), like
> - when you start the game, you get a popup box telling you the story
> behind your nation
> - in year 50, the nasty aliens begin their invasion and arrive on the
> planet
> - new victory conditions (capture the flag/capital)
> - floods, earthquakes, ... all the civ1 stuff
> - if the Gandalf Gray unit dies, create Gandalf White unit in Moria
> - if you manage to move the One Ring unit into the Dark Tower, you win
> etc etc
>
> What form the events ruleset should take, I don't know yet. I tried to
> drawn up one after doing the triggers code, but I wasn't really satisfied
> with it, or I would already have a patch for you *g*
>
> I think embedding python to do this might be an idea worth considering.
> Since events rulesets would be optional, so would python.
I see. However note as a maintainer we have enough open patches
already. And if you have time for this you don't have enought patches
assigned to you ;)
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"That's fundamental game play! My main enemy is *ALWAYS* fighting
a 4-front war. I make sure of it!"
-- Tony Stuckey, freeciv-dev
- [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324), Per I. Mathisen, 2002/08/20
- [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324), rf13, 2002/08/21
- [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324), Per I. Mathisen, 2002/08/21
- [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324), Per I. Mathisen, 2002/08/21
- [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324),
Raimar Falke <=
- [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324), Per I. Mathisen, 2002/08/22
- [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324), Raimar Falke, 2002/08/22
- [Freeciv-Dev] Re: new unit flags, 13th version of the patch (PR#1324), Per I. Mathisen, 2002/08/22
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