[Widelands-public] Campaign/Map "visiblity" (visibility)
Status: Beta
Brought to you by:
sirver
From: Erik <si...@ho...> - 2008-01-18 00:32:56
|
I am auditing the Event/Trigger/EventChain/Objective/Variable code. When I look at Event_Set_Campaign_Visiblity and Event_Set_Map_Visiblity I wonder whether it is really useful to have events that hide campaigns or maps. Would it be sufficient to have Event_Reveal_Campaign and Event_Reveal_Map? What do the game designers say? If no one objects I will rename them and remove the boolean setting. Note that The spelling used in both identifiers and filenames is wrong: visiblity (wrong) visibility (right) While I am renaming things I might rename Event_Unhide_Objective to Event_Reveal_Objective for consistency. (There does not seem to be an English word "unhide". At least leo:unhide shows nothing.) I am adding a player number to Event_Move_View so that it can work with multiplayer scenarios. Eventually we should get some more triggers. I am thinking about an abstract base type Trigger_Player_Area (analogous to Event_Player_Area). >From that we can derive things like: Trigger_Building (already exists, the player has at least <n> building of type <t> in the area) Trigger_Vision (the player {sees|has seen} at least <n> nodes in the area) Trigger_Ownership (the player owns at least <n> locations in the area) Trigger_Military_Influence (the player has {some|highest} military influence over at least <n> nodes in the area) It might be useful to extent Trigger_Building so that it has a set of buildings instead of only one. Then we could avoid code like this: conditional_element_00=trigger conditional_element_00_data=Sentry near mountains conditional_element_01=OR conditional_element_02=trigger conditional_element_02_data=Barracks near mountains |