[Freeciv-Dev] [patch #3321] Server option to change default AI type
Follow-up Comment #6, patch #3321 (project freeciv): So far the (partly implemented) plan has been to make default AI configure option. (This has happened for 2.5.x in patch #3666.) ___ Reply to this item at: http://gna.org/patch/?3321 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3321] Server option to change default AI type
Update of patch #3321 (project freeciv): Planned Release: 2.4.0,2.5.0 = 2.5.0 ___ Reply to this item at: http://gna.org/patch/?3321 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3321] Server option to change default AI type
Follow-up Comment #4, patch #3321 (project freeciv): So far the (partly implemented) plan has been to make default AI configure option. At least when new ai type is part of freeciv tree, you are reconfiguring to build it anyway. Hm, true. That would probably suffice for AI developers. Is it likely to make it into 2.4.x? ___ Reply to this item at: http://gna.org/patch/?3321 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3321] Server option to change default AI type
Follow-up Comment #5, patch #3321 (project freeciv): Is it likely to make it into 2.4.x? I think ai module building system is currently in nice stable state in S2_4. I'm not going to develop it with S2_4 in mind, but if backporting turns out to be trivial once it has been finished for TRUNK... ___ Reply to this item at: http://gna.org/patch/?3321 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3321] Server option to change default AI type
URL: http://gna.org/patch/?3321 Summary: Server option to change default AI type Project: Freeciv Submitted by: jtn Submitted on: Fri Jun 15 23:39:04 2012 Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.0,2.5.0 ___ Details: Currently, most ways of creating new players on S2_4 are hardcoded to use the classic AI type: * barbarians * civil war * aifill * aitoggle'd human players (I think?) The only way to create a non-classic AI is an explicit /create. People testing new AI types might reasonably want to switch all AIs over to their new one at some point in testing. Obviously they can hack the source, but it feels like there should be a server command which changes what default_ai_type_name() returns. (Perhaps in future one might want fine-grained control e.g. a specific AI type for barbarians, but that can wait IMO.) ___ Reply to this item at: http://gna.org/patch/?3321 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3321] Server option to change default AI type
Follow-up Comment #1, patch #3321 (project freeciv): Obviously they can hack the source, but it feels like there should be a server command which changes what default_ai_type_name() returns. Maybe, maybe not. So far the (partly implemented) plan has been to make default AI configure option. At least when new ai type is part of freeciv tree, you are reconfiguring to build it anyway. ___ Reply to this item at: http://gna.org/patch/?3321 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3321] Server option to change default AI type
Follow-up Comment #3, patch #3321 (project freeciv): I'm not sure it's possible to change type after player creation It's not possible as there's ai type specific structures about players, cities, and units. It's assumed (and that's hard to reliably change) that values for *current* ai type are correct. That's not true if data about another ai type, and not current one, has been maintained. Arbitrary example: AI type wants to track how reliable other players are so it stores information to its private player structure about any pacts broken by other players. This works when player is under its control (note that this does not mean that player must be under ai control, just that player has this ai type assigned) from beginning to the end, but player cannot switch to this ai type mid-game as it would have no history information. ___ Reply to this item at: http://gna.org/patch/?3321 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev