News for hackers. Stuff that matters.
Re:An open source engine clone of Age of Empires II by andygmb on Sunday October 26, 2014 @04:02PM (#8512147)
>Scripting AoEII maps with a decent scripting language has long been a dream of mine

Isn't the current AI scripting done in Lisp?

Re:An open source engine clone of Age of Empires II by Houshalter on Monday October 27, 2014 @12:35AM (#8513854)
It's an expert system. You can create if-then condtions. "If under attack, attack nearest enemy." It looks like lisp because every statement needs to be surrounded by parentheses, but it's not anything like lisp.

It's extremely limited, at least if you expect it to be a complete programming language. On the other hand, it's very easy to learn and use, which is what it's designed for.

The random map scripting is a programming language I believe. You can create scripts that generate maps.

Re:An open source engine clone of Age of Empires II by renekooi on Sunday October 26, 2014 @04:09PM (#8512174)
It's something that kind of looks like lisp, but the only thing it has in common is the parentheses. You basically set condition→action rules, one level deep, with a limited amount of global-only "variables" (goals). I think the amount of conditions and actions per "rule" is limited, too.
Re:An open source engine clone of Age of Empires II by andygmb on Sunday October 26, 2014 @05:40PM (#8512584)
https://gist.github.com/Andygmb/1e3a6d9d444b2dfa8c40

I went and had a look for the AI I had seen before, here's it on gist if anyone would like to read it (it's 28,000 lines).

Re:An open source engine clone of Age of Empires II by egeozcan on Sunday October 26, 2014 @04:19PM (#8512224)
Exactly and AI-scripting is also a pain IMHO but (replying to grandparent) I actually meant setting conditions/triggers/actions on a custom map.