OK, I set objects to 100%. Complexity is fixed at 100% (as in W:A before v3.6.31.0) and not configurable (not sure we need this unless we want to lower map complexity for some schemes, BnG maybe?).
We had a discussion about it months ago where you said you could maybe could give us a kind of skeleton with less functionality for us to work on it.
One of the thing is missing and that "we (the community)" could implement is a better IA for having league game chat about rules during the game. (I have other ideas as well such as auto reporting to TUS (even if you don't have a replay)/ auto creating a complaint/streaming..)
An API could be really nice but I fear it will miss the ability to actually add modules to HB. Having public endpoint to HB and allowing us to "host" our own HB with our customized module could be beneficial for the open source community.
Let's say I would like someone to be able to interact / read the chat in real time through HB. I am sure it might requires ton of work but I might be willing to do this work. However an API would not allow me to do that. Nevertheless, if I had a basic skeleton I might be willing to loose some core functionality of HB in order to be able to do that.
Honestly, right now I am too busy to do anything related to WA but last time I spoke with some other dev from worms, some of them were very interested as well.
In-game chat is tricky and HB can't do it at the moment. The problem is that the in-game message length (for any in-game action, not just chat) is implicit, which means that HB would need to understand and know how to decode ALL of the in-game network packets.
Generally, a realtime API is not an obstacle, e.g. one way to do that is over IRC.
The more I think about it, the less I am convinced that I should be releasing HB code. I've presented one argument, here are some more:
2 - Just yesterday, Deadcode and I discovered that HB was doing something wrong on the protocol side with regards to maps with many colors and the hole count. Generally speaking, when protocol incompatibilities arise, fixing such protocol issues is much easier in HB, because the fix can be deployed instantly and we don't have to worry about preserving compatibility with older versions of HB. This changes if we no longer have control over all instances of HB's codebase on WormNET or elsewhere, and game updates need to mind compatibility with these older versions.
3 - Where will the bot be hosted? You will need a hoster that supports running native programs and does not block IRC ports.
I've seen people try to bring their bots to WormNET, but none of them have been around for more than a year. The person just got bored of the game and tired of maintaining the bot. The only bots that have been around for longer are Team17's (ChanServ), Byte's (FullWormage) and mine.
I used to offer hosting for Worms projects, but these days I'm hesitant as people have abused this in the past (use the free hosting I provided them to attack other servers on the Internet, host copyrighted files, or host programs containing my code used in a way I asked them not to).
4 - HostingBuddy is written in the D programming language, a language I'm sure not many of you are familiar with.
So, it's not completely off the table, but I think I'd like to see a display of good faith, long-standing activity in the community, and familiarity with D or generally programming proficiency, at which point you might as well apply to be an alpha tester (which gets you HB source code access). Otherwise, I've suggested some alternatives.
One thing I'd like to add is a reminder that HostingBuddy and related technologies are all just a stepping stone until we can integrate them all into the game itself. So although things like HB scheme settings may make their way as the defaults for 4.0 or whatever the respective version will be, many other aspects will be obsolete, so we shouldn't spend a disproportional amount of effort on such things.