[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-07-16 Thread Jacob Nevins
Update of patch #3320 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 

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Follow-up Comment #8:

Replying to an old comment:
 Making script able to request certain ai module to be used 
 creates another situation similar to tileset/ruleset 
 interdependencies that are considered buggy to some extend 
 at least.
Gotta remember that Lua scripts don't always have to be fully general and
ruleset-agnostic (although any scripts *we* write probably should be). Scripts
can be attached to a ruleset or scenario, in which case hardcoded things like
find.terrain(Forest) are entirely appropriate.
Admittedly I'm less sure exactly when you'd use this ai_type argument -- IIRC
what made me think of it (other than generality) was the idea that when
testing new AIs, you might write a script to give reproducible results or
specific scenarios with finer control than server commands or the editor give
you.

Anyway, committed now. I'll add a warning when I get round to updating the
wiki http://freeciv.wikia.com/wiki/Events_Reference_Manual for 2.4.

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[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-07-04 Thread Marko Lindqvist
Update of patch #3320 (project freeciv):

Category:None = general

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Follow-up Comment #5:

From the bad options we have here, committing your patch is least bad. Lets
not be overprotective. If someone uses that argument when it's not absolutely
necessary, it's his/her script that breaks. We should document it with
appropriate warnings, of course.

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[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-07-02 Thread Marko Lindqvist
Update of patch #3320 (project freeciv):

 Planned Release: 2.4.0,2.5.0 = 2.4.0-beta1, 2.5.0 

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Follow-up Comment #4:

 if we don't do it now, we won't ever be able to

That means that this is blocker even for 2.4.0-beta1, doesn't it?

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[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-06-30 Thread Jacob Nevins
Update of patch #3320 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn
 Planned Release:   2.5.0 = 2.4.0,2.5.0
 Summary: Add ai type argument to Lua create_player() = Add
ai type argument to Lua edit.create_player()

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Follow-up Comment #2:

I looked at this because I thought it would be trivial. Of course it turned
out not to be entirely so, but I learned something relevant to 2.4.0.
* It turns out that our scripting arrangements don't support optional
arguments as I thought they did. So it's not possible to add arguments in a
backward-compatible way.
* But! Some time in 2.4 development, a number of global functions were put in
the edit module, so create_player() becomes edit.create_player(). For
pre-existing functions a global wrapper create_player() was left behind (for
functions new in 2.4, only the new name is available, edit.climate_change()).
All this had completely passed me by.
* So, 2.4 is the natural point to add an extra argument -- the old name
create_player() won't take it, the new name edit.create_player() will.
Technically this is too late given file format freeze, but if we don't do it
now, we won't ever be able to, for script backward compatibility reasons.

Lots of words, small patch, which is attached. Will commit to S2_4 unless
someone objects.

(file #15939)
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Additional Item Attachment:

File name: trunk-S2_4-lua-create-player-ai-type.diff Size:3 KB


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[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #3, patch #3320 (project freeciv):

Have to think about the philosophy of loadable ai modules and scripting.
Should script ever be allowed to assume something about ai modules currently
loaded, or should they be totally agnostic to each other? Making script able
to request certain ai module to be used creates another situation similar to
tileset/ruleset interdependencies that are considered buggy to some extend at
least.

No, I don't know the answers, but I hope some discussion so we do know them
before committing/rejecting this patch.

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