Notes |
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(0020254)
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Blzut3
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2018-12-16 22:21
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Dusk wrote a new botscript compiler a long time ago. I think it's complete, but it's been way too long. See ticket 0001657.
I don't really have a comment on the rest of the suggestion. Given the state of the bot code I can't imagine it being an easy task to mix like you suggest.
Mixing the VMs is perhaps of slightly dubious benefit since it would prevent effective encapsulation of the bot code (and the reason that ZDoom didn't pull the bot code is because it's already too intertwined). Technically the VMs are very similar so it's not impossible by any means, and removing effectively code duplication is a good thing. I'm just not sure that giving them access to map global variables is a great idea. |
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(0020268)
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FConst
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2018-12-17 20:46
(edited on: 2018-12-17 20:47) |
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That's a good point about global variables. I'll expand it a bit: probably you want bot script lumps to be not protected - i.e. wads with them are allowed to be optional (really, they just control player pawns, why anyone but the server have to have them).
But that doesn't eliminate the idea of using bot functions to enhance monster AI in mods. Not sure if there is high demand for it.
A bit offtopic, but I'm not sure where to talk about it: do you think it would be hard to write a decompiler for existing compiled bot scripts? And are we legally allowed to modify them?
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(0020269)
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Blzut3
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2018-12-18 02:56
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I don't think it would be particularly hard to write a decompiler. The original BOTSCRIPT compiler was likely based on the ACS compiler (if not literally, probably largely inspired by it). The reference ACS compiler is basically your text book compiler and nothing more, so the byte code it generates is pretty easy to find patterns in. |
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