CallLuaRules in Java AI
Moderators: hoijui, Moderators
CallLuaRules in Java AI
In BA there is an option to set advanced construction units to upgrade mexes. Is there anyway for a Java AI to set this option?
Re: CallLuaRules in Java AI
no, Lua support is non-existent for all Skirmish AIs, not just Java ones.
There have been some topics about it already.. though they were started too early (when the C interface was still to unstable/not released yet) someone should bring it up again.
I made a proposal some days ago, for a generic function pair for this purpose.. nobody cared.
There have been some topics about it already.. though they were started too early (when the C interface was still to unstable/not released yet) someone should bring it up again.
I made a proposal some days ago, for a generic function pair for this purpose.. nobody cared.
Re: CallLuaRules in Java AI
It is not non-existent for native AI's, just pointless without cooperation from mod authors (they need to write and include gadget code that responds to AI calls).
Re: CallLuaRules in Java AI
wrong ...hoijui wrote:no, Lua support is non-existent for all Skirmish AIs, not just Java ones.
There have been some topics about it already.. though they were started too early (when the C interface was still to unstable/not released yet) someone should bring it up again.
I made a proposal some days ago, for a generic function pair for this purpose.. nobody cared.
First, a well programed lua gadgets/widgets uses cmds or actions and I assume you can send those with AIs.
Also AIs can interact with lua via AICallin:
Also iirc there was the possiblity to read so called `Rules` (GameRules, UnitRules, TeamRules) in AIs, but I can't find anything like that anymore in the current code, so it seems it got removed.case COMMAND_CALL_LUA_RULES:
{
SCallLuaRulesCommand* cmd = (SCallLuaRulesCommand*) commandData;
cmd->ret_outData = clb->CallLuaRules(cmd->data, cmd->inSize,cmd->outSize);
break;
}