Am Mittwoch, 20. Februar 2008 18:58:48 schrieb Roman:
> On Wednesday, February 20, 2008, 6:41:44 PM, Dennis Schridde wrote:
> > Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
> >> On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote:
> >> > Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman:
> >> >> On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote:
> >> >> > Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman:
> >> >> >> > My idea to this would be to let Make generate the redundant
> >> >> >> > files.
> >> >> >> >
> >> >> >> > Thus the question:
> >> >> >> > What are the differences between the different player files?
> >> >> >> >
> >> >> >> > I'll then try to find out if and how Make can create that.
> >> >> >> >
> >> >> >> > --Dennis
> >> >> >>
> >> >> >> Slo file are identical, for now.
> >> >> >>
> >> >> >> Vlo files have 2 differences:
> >> >> >> On the first line:
> >> >> >>
> >> >> >> script "playerX.slo"
> >> >> >>
> >> >> >> X is AI slot (player) number, 0-based.
> >> >> >>
> >> >> >> And 4th line:
> >> >> >>
> >> >> >> player          INT     X
> >> >> >>
> >> >> >> where X is again the player number, identical to the first X at
> >> >> >> the first line.
> >> >> >
> >> >> > Did that for the autotools build. Raw Makefiles, XCode and MSVC
> >> >> > need to get their rules, too, if they want to autogenerate the
> >> >> > files, too.
> >> >>
> >> >> It simplifies things when compiling wz, but it is still inconvenient
> >> >> when working with Aivolution, too many steps are necessary to convert
> >> >> player0.slo and player0.vlo into the input that autotools expects
> >> >> right now. Being able to just drag-and-drop player0.slo and
> >> >> player0.vlo without caring about anything else would have been
> >> >> easier. Can the automake file be adapted for this?
> >> >
> >> > Too many steps?
> >>
> >> I obviously have to use player0.slo and player0.vlo file when testing
> >> Aivolution:
> >>
> >> Step 1: copy player0.slo and player0.vlo files into mod folder
> >> Step 2: Replace 0 with X in player0.slo
> >> Step 3: Add .in exntention to playerX.slo
> >> Step 4: Replace 0 with X in player0.vlo
> >> Step 5: Add .in exntention to playerX.vlo
> >> Step 6: open playerX.slo.in for editing
> >> Step 7: replace script "player0.slo" with script "playerX.slo"
> >> Step 8: replace "player INT 0" with "player INT X"
> >
> > I would propose doing it differently:
> >
> > 1: Do some fun editing in playerX.slo.in
> > 2: Run make
> > 3: Have fun
(Btw: This probably sounded like I was making fun of you... Was not intended.)
> >
> > I guess there must be some reason why this is impossible... Why?
>
> Because I can't commit without testing modifications to AI.
>
> Usually 8 copies in total must be created, for all players, to test if they
> communicate properly for example. Therefore I can't use playerX.slo.in and
> playerX.vlo.in for testing, since
>
> 1) "X" isn't an integer and "player INT X" won't compile
> 2) 7 copies of player0.slo/vlo are required for testing purposes anyway
1: Edit playerX.slo.in
2: Run make
3: Test
3a: If test is not satisfying: ->1
4: Commit

Does that sound better? At least this is how I would do it.

--Dennis

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