Follow-up Comment #11, patch #1432 (project wesnoth):

> while still keeping code= , as it can be useful, e.g. for self-contained
macroses

Self-contained macros? You can use Lua stages without first creating a Lua
engine?

> 1) chat messages can be sent/received during turns of other sides.
> 2) evaluations can be done during turns of other sides. e.g.. things like
"AI for side 7, please show me your current evaluation of the battlefield" or
"AI for side 3, please add a new goal to yourself" should be possible. And,
later, we might need to allow inter-ai communication between AIs of several
allied sides.

Sorry, you have lost me. When is it useful for a Lua AI to pass a side that
isn't its own side to the C++ interface? I don't see why a chat message or an
asynchronous evaluation would suddenly cause a Lua AI to pass a whole
different integer to the engine.

I can acknowledge that you need a side value on the C++ side to do things
properly. But I still don't understand why it is up to the Lua code to
provide this value to the engine.

> "1 lua engine per AI"

There is only one Lua kernel at all. If two Lua AIs perform the same dofile,
all the functions in the file get duplicated. Whether AIs are stateful is
irrelevant.

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