On Fri, 2009-01-02 at 21:56 +0300, Sergey Popov wrote: > На Fri, 2 Jan 2009 19:31:12 +0100 > Mark de Wever <[email protected]> wrote: > > > Can be expected yes, but I'm sure there are several players who are also > > C++ coders and do not contribute. We hoped by allowing AIs to be written > > in Python we would attract more people who wanted to help writing AIs > > and that was no big success. > That's because not so many people are interested in AIs, python or otherwise.
You really think so? I've heard of LOTS of people who say they want to write an AI for Wesnoth. I would say that an AI is one of the areas that people are most interested in. > Also, python AI is way too low-level so people even started to develop > abstraction layers for it. To me, this is an area of concern. If so many people love Python, why didn't we get more people helping to make the AI layer more suitable? > IMO having an ability to use python instead of/with WML to script scenarios > would be much more appealing. This would be a great place to start getting more Python into Wesnoth. Someone need only hook game_events.cpp to send any events to a Python layer as well as the current C++/WML layer, and then have Python able to execute arbitrary commands (the AI layer already allows many kinds of commands, though as you say it may need to be refactored a little to make it more suitable). I don't think that doing this has ever really been 'forbidden' to anyone. One need only jump in and actually do it. Like always, Wesnoth is based on developers scratching itches. If people really want to be able to script events in Python, then go ahead and write the code for it. David > > _______________________________________________ > Wesnoth-dev mailing list > [email protected] > https://mail.gna.org/listinfo/wesnoth-dev _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
