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
signature.asc
Description: This is a digitally signed message part.
_______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
