2010/11/25 Tom Lippincott <thomas.lippinc...@cl.cam.ac.uk>

> In the Python case I was getting an API to the game itself, i.e. from a
> python shell I import a "crawl" module, create an instance of a game (so
> the window pops up), and I could play normally, or call an arbitrary
> function in the shared library/examine the game state/etc in the shell.
> In other words, this was a coarse and intrusive approach to writing a bot.
>

That sounds great, I'd love to have a lua shell to mess with the game at
runtime. In wizard mode, there's no need for restriction, it could have full
access to the game state. Ideally, you could even open the shell from within
the game ala quake console (wizmode only of course).

One thing I'd like to do with lua (might be already possible, I haven't
looked at that part of the code yet) is run simulations and plot the
results. The game is so complex, we can't balance it by just blindly tweak a
few numbers. I am sure having a good simulator which output graphics could
help a lot.
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