[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Zakri Kneebone
Follow-up Comment #2, bug #18612 (project freeciv): So looks like I should switch to 2.4 branch for codebase rather than trunk? Or which branch do you suggest. So far, I'm just noting existing api tools to a comments file. ___ Reply to thi

[Freeciv-Dev] Spies & PathFinding

2011-09-08 Thread Jordi Negrevernis i Font
I'm doing some work with the diplomat & spy code of the AI. And, finally, I realized that the path finding code gives a path that sends the diplomat or spy through a city which can cross Is this a known limitation of the path finding code or this is a bug? BTW, I read the

[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Matthias Pfafferodt
Follow-up Comment #3, bug #18612 (project freeciv): > So looks like I should switch to 2.4 branch for codebase rather > than trunk? Or which branch do you suggest. At the moment trunk and the future 2.4 codebase are identical. If you only want to work on the lua side you code select any status a

[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Zakri Kneebone
Follow-up Comment #4, bug #18612 (project freeciv): Looks like I'm going to write an event/handler adapter and then I'll leave hints for the script entrypoint in the comments, letting you refactor independently and deal with lua implementation. When I have something worth reviewing I'll post a sn

[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Matthias Pfafferodt
Follow-up Comment #5, bug #18612 (project freeciv): > Looks like I'm going to write an event/handler adapter ... Something like this exists. Do you know http://freeciv.wikia.com/wiki/Events_Tutorial ? It uses signals to trigger lua actions. __

[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Matthias Pfafferodt
Follow-up Comment #6, bug #18612 (project freeciv): > I would like lua scripting access to the terrain.transform > struct. Have a look at the current accessor functions (*.pkg and api_*.(c|h) files). You would need something like terrain.transform() ... _

[Freeciv-Dev] [bug #18619] fix city_repair_size

2011-09-08 Thread Matthias Pfafferodt
URL: Summary: fix city_repair_size Project: Freeciv Submitted by: syntron Submitted on: Do 08 Sep 2011 20:31:30 CEST Category: None Severity: 3 - Normal Priorit

[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Zakri Kneebone
Follow-up Comment #7, bug #18612 (project freeciv): So far the only terrain methods exposed on trunk are *_terrain_rule_name and *_terrain_name_translation in tolua_game.pkg I can get the terrain from tile but only can affect name or tranlated name of the terrain type. That's my understanding. I

[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Zakri Kneebone
Follow-up Comment #8, bug #18612 (project freeciv): Basically everything I need to write a lua method is in server/edithand and sanitycheck, but I'm thinking about some other issues to tackle as far as ai and cascading, down the line (pre-planning). As long as I'm interfacing the same thing for d

[Freeciv-Dev] [patch #2955] access settings from lua

2011-09-08 Thread Matthias Pfafferodt
Follow-up Comment #1, patch #2955 (project freeciv): fix possible crash due to NULL argument to setting_by_name() (file #14061) ___ Additional Item Attachment: File name: 0016-add-lua-function-server.setting.get.patch Size:3 KB