[Freeciv-Dev] [patch #3321] Server option to change default AI type

2013-02-06 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-08-05 Thread Jacob Nevins
Update of patch #3321 (project freeciv):

 Planned Release: 2.4.0,2.5.0 = 2.5.0  


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[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-16 Thread Jacob Nevins
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?

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[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-16 Thread Marko Lindqvist
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...


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[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-15 Thread Jacob Nevins
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

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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.)




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[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-15 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-15 Thread Marko Lindqvist
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.

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