Finally have my email issues sorted.

Having thought about this, I think it is acceptable. The new rulesets 
TaE and Risk don't have regular turn cycles so this may be handy for AIs 
the clients alike. My main concern is that this data is sent multiple 
times per turn (two plus any requests), though it's not really a 
significant volume of data.

If there are no objections, I'll add it to the documents repo this week, 
and perhaps even get the defaults working in tpserver-cpp (and update 
libtpproto-cpp as well).

Later
Lee

Brett Nash wrote:
> Hello All,
>       Someone mentioned a problem with RFTS the other day that you
> have to manually figure out the current turn type based on knowing the
> rules. 
>       This is probably not a major issue with RFTS, but I was
> thinking other game rules may have different turn types that can't be
> figured out based on simple arithmetic, or with rules not known to the
> client (or just random!).  
>
>       Anyway I was thinking that it would be fairly simple to add two
> fields to fix the problem.
>
>       Hence my attached patch to the documentation.
>
>       Otherwise, we could add a new "turn id" message, but that seems
> overkill.  The turn name obviously needs to be defined by the ruleset.  
>
>       Thoughts...
>
>       I can commit if people are happy with it, although I need to
> send mithro a new ssh key first ;-)
>
>       Regards,
>       nash
> ------------------------------------------------------------------------
>

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