Re: rndCiv script
banjo <banjo-ETX6BUSDKN/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <1065513668.579.59.camel@localhost> |
On Tue, 2003-10-07 at 09:16, Reinier Post wrote: > I know this is too much to ask, but do you think you can do a Perl script > that takes a ruleset and produces a HTML representation for display > on pubserver.freeciv.org? That's most of what we need to put it in > operation there. Because players surely would like to have a means of > *seeing* the tech tree before decide to participate. Or is the idea > to let this be a surprise? yep, the script currently creates a ruleset.summary file, which can be turned into html easily enough. I'll think about the general case, of htmlizing *any* tech ruleset. > > > The idea from randomly shuffled techtrees is nice, but it would be nicer > > > if you would have written it for the server in C. Perhaps gen-techtree. > > i don't think it needs to be rewritten in C, but if anyone wants to > > that's fine by me, the data files are the important bit. > > For security reasons the server as shipped cannot execute Perl scripts. the rulesets are currently designed to be run *before* the game is started. > So if the server has to trigger techtree generation after startup, > it is best to write it in C. Rewriting in C is fine, but C is not my strength, if the random rulesets idea becomes popular, then someone will rewrite it im sure, as i said above the most valuable part will be the datasets. > > Ross Wetmore <[email protected]> added: > > > This is not likely to be used once the game starts, and hence how you > > > access it or what its performance characteristics are is not of major > > > concern. > > > > I don't think the server could handle the ruleset being redefined once > > the game has run. Anyway the script writes out the rulesets to a > > directory, and maybe this way a cool ruleset can be saved to be > > replayed. > > My concern is with the user interface. At present, the ruleset cannot > be inspected from the client side before the game has started. For > multiplayer use,players must be able to investigate the current ruleset > in pregame state. (Perhaps the CVS client allows this? 1.14.1-beta1 doesn't.) hmmm, how are the Metaserver games started? You could run it this way... * define X (say 5) slots for rndCiv games, rndCiv1 rndCiv2, ... * before each game starts run rndCiv to populate a rule dir * this also publishes the ruleset to a known location * call server with rulesetdir = rndCiv2 (or whatever ) I have a dream that you could ask each player what rules to add... player 1: steampunk player 2: illuminati* player 3: space player 4: cthulu* * not currently implemented > > The icons for new units would best be handled by ESR's idea of each icon > > being it's own file in a dir tree. Has this been done?? > > Look at the CVS version - there is no development on that at the moment. > As long as everything falls back gracefully, it's OK. As long as graphic_alt is assigned then it can fall back, maybe not gracefully, but certainly reliably. Maybe once the datasets have been filled out, argued over and balanced, a standard imageset of the additional units can be made. -- banjo <banjo-ETX6BUSDKN/[email protected]>