Follow-up Comment #4, patch #1819 (project freeciv): > Lua scriptable AI should be implemented as (one of the) loadable AI module(s).
OK; but this also means that we have to think about the dependencies within the code. I propose the following (it is [mostly] the current status): * level 0 all code in ./common (and subdirectories) * level 1 (server) * level 1.1 all code in ./server (and subdirectories) * level 1.2 all code in ./ai * level 2 (client) * level 2.1 all code in ./client (common client code) * level 2.2 all code in ./client/<gui> This means that the server should NOT access any AI code at all! The only exception would be the interface to the AI module(s). Would it be possible to use a directory / build structure similar to the clients for the ai modules? I mean the AI comon code below ./ai and all modules as ./ai/<module>? A possible lua script AI would use the default (common) code but it would be called via lua functions ... (as the ai can use server code, the files of ./server/scripting can be used). So the following level should be include in the list above: * level 1.3 all code in ./ai/<module> Does this match your ideas / plans? Do you know patch #2168? It also creates aiplayer.(ch) files ... _______________________________________________________ Reply to this item at: <http://gna.org/patch/?1819> _______________________________________________ Nachricht geschickt von/durch Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivfirstname.lastname@example.org https://mail.gna.org/listinfo/freeciv-dev