Changes between Initial Version and Version 1 of Ticket #4431, comment 19


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Timestamp:
Jan 15, 2017, 9:21:00 AM (7 years ago)
Author:
Sandarac

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  • Ticket #4431, comment 19

    initial v1  
    55`this.allyRequests` is now `this.diplomacyRequests` and this Map also now contains a `requestType`.
    66
    7 I have been trying to work on a "AI sends diplomacy requests" feature; If the AI sends, for example, an ally request to another AI player, it will change its diplomacy stance, which will be handled by the diplomacyManager of the other AI. If the other AI does not accept within two turns (i.e. does not change its diplomacy in response), the first AI will switch back to its original stance. But I have noticed that the AI does not have direct access to whether any one player is an AI or not (it is not in the SharedScript); my plan is to add `cmpPlayer.isAI()` to the playerData returned by `GuiInterface.GetSimulationState()`, so that this will be accessible in the shared script. With this, the AI can sent a chat message to a human player to request that they change their diplomacy, and they can use the mentioned approach to deal with AI players.
     7I have been trying to work on a "AI sends diplomacy requests" feature; if the AI sends, for example, an ally request to another AI player, it will change its diplomacy stance, which will be handled by the diplomacyManager of the other AI. If the other AI does not accept within two turns (i.e. does not change its diplomacy in response), the first AI will switch back to its original stance. But I have noticed that the AI does not have direct access to whether any one player is an AI or not (it is not in the SharedScript); my plan is to add `cmpPlayer.isAI()` to the playerData returned by `GuiInterface.GetSimulationState()`, so that this will be accessible in the shared script. With this, the AI can send a chat message to a human player to request that they change their diplomacy, and they can use the mentioned approach to deal with AI players.