Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/reveal_hide_animations into lp:widelands
Review: Approve I have done some testing now, so this is ready to go in as soon as somebody does a code review on the prerequisite branch. -- https://code.launchpad.net/~widelands-dev/widelands/reveal_hide_animations/+merge/327062 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1687100-reveal_fields. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/reveal_hide_animations into lp:widelands
I'm not happy with the code changes in empire 03 mission. 1. I wanted intentionally to reveal more land around the ruin of the fortress as already seen by the player, like if theres has been send a scout or an intelligence agent. 2. the line to hide the region around the starting filed is absolutely intentional as otherwise it would just reveal it and not in aconcentric way due to the sight of the HQ is exactly the radius for the concentric reveal. but concentric fits better to the story of lifting the fog after a hard storm. -- https://code.launchpad.net/~widelands-dev/widelands/reveal_hide_animations/+merge/327062 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1687100-reveal_fields. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/reveal_hide_animations into lp:widelands
> 1. I wanted intentionally to reveal more land around the ruin of the > fortress as already seen by the player, When playtesting i found that revealing randomly has not really an effect because most of the fields are already seen by the player. Additionally calling reveal_randomly() do now hide the fields automatically before revealing. So after discovering the key-field some parts get hidden and immediately revealed again. That looked not good. But you are right, revealing some more fields around the ruin is better -> I used the standard function reveal_fields() now (https://wl.widelands.org/docs/wl/autogen_wl_game/#wl.game.Player.reveal_fields). Not tested yet. Are you fine with that? > 2. the line to hide the region around the starting filed is absolutely > intentional All reveal_* functions do now hide the given region automatically before revealing. I have implemented this to prevent typing each time two lines of code (1. hide, 2. reveal). This is much easier to use now. So calling hide_fields() isn't needed there. This is tested and revealing in a concentric way do work as expected. -- https://code.launchpad.net/~widelands-dev/widelands/reveal_hide_animations/+merge/327062 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1687100-reveal_fields. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp