Currently Online

Latest Posts

Topic: wouldn't it be nice to have a minable tree-friendly terrain?

GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-12-06, 19:16

Looks good to me face-smile.png

The terrain names could also lose their numbers (meadow 1 to 4 => meadow)


Busy indexing nil values

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 2433
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-12-06, 20:54

I still would like a tree master to have a look though face-wink.png

The numbering is ok i think.


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-12-06, 20:58

kaputtnik wrote:

I still would like a tree master to have a look though face-wink.png

Definitely! face-smile.png


Busy indexing nil values

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 2433
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-12-07, 22:18

I have finished Summer.

The pictures are a result reading the last spreadsheet from king_of_nowhere. It would be good if he could approve my interpretation face-smile.png I used only images for terrains<->trees combinations which are may of most interest.

This could be the maximum possible information in a two dimensional table face-monkey.png But it looks nice face-grin.png

Such an information in the editor (maybe over an help button or pressing F1 ?) would be really nice. But there is one disadvantage: Changing terrains affinities will cause much work on adjusting the in game help.


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
king_of_nowhere
Avatar
Topic Opener
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2015-12-08, 01:55

yes, looks good.

The problem is accessibility. i tried to look in the wiki, but i could not find the page withoout your link. that page won't do much good if people won't see it


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-12-08, 10:02

When the page is done, we should link it in:

https://wl.widelands.org/wiki/Development/

https://wl.widelands.org/wiki/EditorHelpHelp/

kaputtnik wrote:

Such an information in the editor (maybe over an help button or pressing F1 ?) would be really nice. But there is one disadvantage: Changing terrains affinities will cause much work on adjusting the in game help.

We should calculate any such help on the fly from the existing terrain values and affinities. This way, no manual adjustments will be needed. Of course, we will need to look at the code first to see if this is possible.

Edited: 2015-12-08, 10:04

Busy indexing nil values

Top Quote
king_of_nowhere
Avatar
Topic Opener
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2015-12-08, 11:49

i don't know if large popup windows of help text that 90% of people won't be intersted in would really be helpful. maybe in the lower bar, where there are the "tools", "buildhelp" "players", we could add another function "user manual" that would contain all the instructions, including that one. by the way, in such a manual we could add the information on the conditions of elevation needed for the terrain to be buildable: for all buildings, maximum difference of 1 beteween the building and its flag. For small buildings, maximum difference of 3 with adjacent corners. For medium and large buildings, maximum difference of 2 for a distance of 2 corners in all directions, and for large buildings in addition the 3 corners at W, NW and NE must be free from obstacles. Took me a while to figure those out. And I still don't know the conditions for mines.


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-12-08, 14:35

king_of_nowhere wrote:

i don't know if large popup windows of help text that 90% of people won't be intersted in would really be helpful. maybe in the lower bar, where there are the "tools", "buildhelp" "players", we could add another function "user manual" that would contain all the instructions, including that one.

+1


Busy indexing nil values

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 2433
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-12-08, 18:27

GunChleoc wrote:

When the page is done, we should link it in:

https://wl.widelands.org/wiki/Development/

https://wl.widelands.org/wiki/EditorHelpHelp/

I've linked it already in https://wl.widelands.org/wiki/EditorHelpToolMenu/#terrain-tool and https://wl.widelands.org/wiki/EditorHelpToolMenu/#immovable-tool

kaputtnik wrote:

Such an information in the editor (maybe over an help button or pressing F1 ?) would be really nice. But there is one disadvantage: Changing terrains affinities will cause much work on adjusting the in game help.

We should calculate any such help on the fly from the existing terrain values and affinities. This way, no manual adjustments will be needed. Of course, we will need to look at the code first to see if this is possible.

Yes, of course face-smile.png Take a look at http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/src/logic/terrain_affinity.cc#L77

If you have a solution it would be good to have the result also here on the website encyclopedia. I think this is all much work... if i am ready with the wikipage and the forested mountain branch is merged i want to work on some stuff on the website including repairing the encyclopedia (even if we don't have the json export function for widelands yet).


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-12-08, 22:24

The function probability_to_grow is executed on a node, which then takes into account the terrains of the top right, top left, and left neighbours. So, far, so good. However, it also calls field->terrain_r() and field->terrain_d(), which are 2 terrains - and completely undocumented in the code. So, before we can refactor this function to pull out the calculation for a single terrain, we need to track down what terrain.r and terrain.d mean.


Busy indexing nil values

Top Quote