[Freeciv-Dev] (PR#39451) Add signal emit to scripting api

2007-07-17 Thread Ulrik Sverdrup
http://bugs.freeciv.org/Ticket/Display.html?id=39451 > Committed the attached patch to trunk as r13112, posted first three days ago. Rationale: (PR#39451) Add signal emit to scripting api Make sure the scripting api action give_technology sends a script signal message for every researched tec

Re: [Freeciv-Dev] (PR#39451) Add signal emit to scripting api

2007-07-14 Thread Ulrik Sverdrup
http://bugs.freeciv.org/Ticket/Display.html?id=39451 > > That sounds better to me. KISS. > > Remember, the lua code cannot do anything that requires understanding of > the underlying structure, nor anything random (choosing), as that would > break fundamental assumptions of the network, ruleset,

Re: [Freeciv-Dev] (PR#39451) Add signal emit to scripting api

2007-07-14 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39451 > Ulrik Sverdrup wrote: > As a third option, we could make more abstract functions for giving > techs etc so that it would not be necessary to initiate signals in the > code; really if a tech is given in a scenario script, the side effects > (s

[Freeciv-Dev] (PR#39451) Add signal emit to scripting api

2007-07-13 Thread Ulrik Sverdrup
http://bugs.freeciv.org/Ticket/Display.html?id=39451 > I looked at this one, and it is hard. The C API for emitting signals uses the varargs script_signal_emit, and specifies type for each argument etc. I was trying to get a script wrapper for this that would both type check the arguments to th

[Freeciv-Dev] (PR#39451) Add signal emit to scripting api

2007-07-10 Thread Ulrik Sverdrup
http://bugs.freeciv.org/Ticket/Display.html?id=39451 > Allow signals to be emitted from Lua scripts. Add a wrapper for script_signal_emit to the signal module. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev