#44216: Lua: missing destructors Open Date: 2022-03-28 04:11 Last Update: 2022-03-31 04:20 URL for this Ticket: https://osdn.net//projects/freeciv/ticket/44216 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=44216 --------------------------------------------------------------------- Last Changes/Comment on this Ticket: 2022-03-31 04:20 Updated by: Anonymous Comment: Reply To ihnatus As I can remember, 99% of callbacks already do have checks of objects involved Heck, read the code... hardly there is a single check of anything in 50% of script_server_signal_emit invocations within the very inner block before using the variables again... Yes, tons of work insue, but we can't build a stable application without it. --------------------------------------------------------------------- Ticket Status: Reporter: ihnatus Owner: (None) Type: Feature Requests Status: Open Priority: 5 - Medium MileStone: S3_1 d3f Component: Scripting API Severity: 5 - Medium Resolution: None --------------------------------------------------------------------- Ticket details: Since #42501 is going to be postponed to 3.2, I request separately a thing that should for better go to S3_1: ways to destroy/inactivate game objects. Player:lose(Player winner?, LuaValue loot?) - does mostly the same as killing a king, optionally gives loot (if not ruleset standard one, specified like in game.ruleset:civstyle.gameloss_style) to winner. Player:remove() - works as /remove command City:destroy() - destroys a city. Maybe needs some parameters like what to do with upkept units. -- Ticket information of Freeciv project Freeciv Project is hosted on OSDN Project URL: https://osdn.net/projects/freeciv/ OSDN: https://osdn.net URL for this Ticket: https://osdn.net/projects/freeciv/ticket/44216 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=44216