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This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task.
If you are such a person, you should feel free to edit this page.
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.
Anybody should feel free to add "clues" to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature I'll "free" it back (that is if you're not working on it. If you have problems implementing it, just tell us....)
If none of these are to your liking, feel free to check our bug tracker with a broad spectrum of tasks.
Make an alternate pathway to the command mode, normally activated with `:`. Some players have trouble getting used to this, a right click menu option may be easier for them.
See forum discussion here: http://forums.wesnoth.org/viewtopic.php?f=12&t=40300
Zappaman - 10/07/2014
Make a preference to disable the "automatic moves" at the beginning of a turn
There is already an option in the loadgame dialog to cancel all "planned" actions before loading your turn in SP. However it would also be nice esp. for MP to have a preference that would disable this behavior entirely, as for some players it can be quite frustrating.
Thanks to LovCAPONE for this.
This is an often requested feature. The idea is to have a third `play` button which plays until a move or attack command appears, then stops again.
Thanks to Zappaman for this.
Make a "map diff" tool to visualizes changes between two version of a map
Maintainers of maps often make small tweaks for balance purposes. For someone who doesn't know the map like the back of their hand it may be very difficult to spot exactly what changed. There isn't any really good way to do this right now -- using the 'diff' tool at command line doesn't give good results for .map files.
Such a tool would be helpful for someone who maintains a map pool containing maps made by others, also for someone who wants to browse a repository and examine balance changes on several maps, which could be instructive for someone who wants to make and balance their own maps.
There's any number of ways to actually do this, one might be to have a feature in the map editor that takes the name of another map and adds map labels to indicate what hexes changed. It could also be a command accessible in debug mode when playing the game, or it could be an additional command-line argument (--diff [map1] [map2] ?) for the game. (It could be a standalone application but that's probably going to end up with much more work for you.)
Add possibility to switch off dependency checking
MP add-ons can define dependencies. Currently there's no way to force a "broken" configuration, although overzealous use of the system by UMC authors could make this feature useful. Add an option to the MP game creation screen to switch on/off dependency checking. Ask lipk (forum)/lipkab (IRC).
Make a header for the add-on when we organize scenarios by add-on in the mp create dialog
Using an established gui technique to signal when one block of scenarios for an add-on ends and the next begins would make it much easier to use this dialog, if the user has several add-ons.
See one proposal here: https://gna.org/bugs/?21653
Make it possible to host a game which only registered players are allowed to join
See feature request here: https://gna.org/bugs/?14138
Timer Pause Button
Longstanding feature request here: https://gna.org/bugs/?16733
Request is for either a button, or a simple chat command like :pause, :unpause, to allow players to put the timer on hold if they are interrupted.
Ideally would be accompanied with a multiplayer-only scenario attribute "number_of_pauses" which decreases each time a client pauses the game. Pause should use a blindfold object to black out the screen, and send a chat message automatically when it occurs / resume occurs. For an example of how it might look, start a local hotseat mp game and enable the Preferences->General->Turn Dialog option. (This behavior introduced in this commit: https://github.com/wesnoth/wesnoth/commit/bab03d554bea92f1ce6f585ef1123202173a3491)
Wintermute also has other ideas about how the timer should / could work. For example, instead of their client ending their turn, the networked opponents could be required to "confirm" the time out. (This is probably a networked mp-only idea.)
A very fancy implementation might instead of a counter, allow the other players to vote on whether a pause request is granted.
Make sure that the paused client still responds to network commands, so that it is possible to kick a person who pauses and then doesn't ever unpause.
--Boucman 08:58, 28 February 2010 (UTC) Patch seems abandonned, but can be used for further work feel free to take over the FR
Support for leaderless multiplayergames
Add support for the WML key victory_when_enemies_defeated= in the scenario tag during multiplayergames. (FR #8106)
Actually this was solved... will put a reference soon.
Support variable village healing, variable poison properties
See a feature request here:
Suggested approach -- new read/writeable values in wesnoth.game_config:
Support shuffled music playlist
Zappaman - 20/07/2014
Support variable recall cost in wml
the syntax needs to be discussed and refined, but the overall idea is good
make sure to update whiteboard to handle this correctly
Aishiko 5 Mar 2014
See FutureWML; some ideas there are easier than others.
Improvements to AI
Note: not all of these might be simple tasks. Talk to Crab or mattsc.
- Add a cost function to the C++ path finding code that takes avoided hexes into account, that is, hexes defined in an [ai][avoid] tag onto which the AI never moves. Also add an option to the Lua wesnoth.find_path() function with which using this cost functions can be turned on and off.
- The background behind this task is the way how the default AI's move-to-targets candidate action works. It does path finding for units without taking avoided hexes into account, and afterwards eliminates moves for which the end point falls onto an avoided hex. As a result, some units might not move at all, even if it is, in principle, easily possible to move around an avoided area. The inclusion of the new path-finding in the AI's move-to-targets phase could therefore be a follow-up task.
- Make the (old) simple aspect syntax work when the Lua engine is defined for a side. Setting aspects in the [side] tag like this:
[ai] aggression=0.123 [/ai]
does not work if the Lua engine is defined. You either need to use the [aspect] tag in the [side] tag with 'engine=lua', or use the code above in a [modify_side] tag in an event. Making the above syntax available (as it is with the c++ engine) would be nice. The same also applies to the FAI engine and to aspects set for AI sides in MP games.
- Add a Lua function ai.get_individual_attacks() that returns all the single attacks the side can do (as opposed to attack combinations). This needs to include an option to recalculate and take the current situation on the map into account (making the function believe that the game state has changed).
- Set up an option the allows us to exclude units from the move-to-targets phase similar to [filter_own] for the combat phase (other than setting ai_special=guardian, which has a number of other side effects). Actually, having this option for all CA's would be nice.
- Change the aspects "passive_leader", "passive_leader_shares_keep", "leader_ignores_keep" to work with multiple leaders. The idea is to change the type of those aspects from yes/no to string so both "passive_leader=yes" and "passive_leader=leader_id_1,leader_id_2" is possible.
- ai.get_new_enemy_dst_src and related functions have several problems:
- They use the current moves of the enemy units, which generally are all zero.
- Hexes occupied by other enemy units count as not reachable.
- Units with zero moves are not listed at all, not even for the hex they are on.
- Working around this with a Lua wrapper makes this actually slower than ai_helper.get_enemy_dst_src, which makes the functions pretty much useless, as speed is the only thing speaking for them.
- Add new options (keys or tags) to the Micro AIs. As an example, some (but certainly not all) Micro AIs might benefit from taking some (but certainly not all) of the default AI aspects into account.
- Write a script that automatically changes WML from the deprecated [ai][target] to the new [ai][goal] syntax. Ideally, this would be part of wmllint.
- There are more deprecated AI aspect which should eventually be added to this, but the [target] -> [goal] change would be a good and important start.
Although Mordante developed the new GUI system GUI2, some dialogs still use the older GUI1 and could be improved or transferred. You should contact Mordante on IRC before starting to work on these.
- hide the hourglass item from the statusbar when there is no timer
- make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)
a GUI2 lobby is currently being developed, ask mordante whether this is still relevant
- input history (chat, commands, ..)
Add a lua interpreter dialog
When troubleshooting scenarios, one invaluable tool for WML developers is the gamestate inspector, which dumps all the contents of all the current variables. For scenarios written mostly in lua there is no equivalent system -- this is partly by design, in general no part of the scenario state should be saved to the lua environment because that is not saved in savegame files, nor can it be if we want the save file structure to be simple plaintext.
However, it is still quite common to use the :lua command repeatedly when debugging lua routines in a scenario, or debugging any scenario really. It would be nice if we could add a lua interpreter dialog with a text field where commands could be entered, and a text box where the results of "print" statements are redirected, similar to what one observes when using the standard lua interpreter from the command line. The advantage here would be that it runs in the wesnoth lua environment, and so it would actually be useful for debugging wesnoth scenario code.
GUI2 is the new gui engine Mordante/SkeletonCrew is working on.
- Information on the wiki can be found here http://www.wesnoth.org/wiki/GUIToolkit
- The source code is under src/gui/
- The configuration config files are under data/gui/default
Some tasks need the --new-widgets since the code is only shown in the experimental mode. Tasks which need this switch have the * in the title.
Port the random map generator dialog to GUI2
The map generator currently doesn't use the GUI2 framework, but there's no reason why it couldn't. Ask lipk (forum)/lipkab (IRC).
More powerful village naming
Adding mountain names and other features to village names, having a second random name in village names
Currently the village naming engine has a very good structure that could allow more powerful names to be generated. Understanding how it works should be quite easy, and a few useful improvements could be added.
- Currently villages can use lake names and river names, this should be extended to other features like bridges, swamps, mountains etc...
- It would be nice to have a separate list of "first syllabus" and "last syllabus" for naming. That's not really needed in English, but some translations could use it
- Again, it is common to have villages with more than one "random" word in them. having a $name2 variable would be nice
Turns out this was already done, and should be removed.
Use friends list as a fallback for tab completion
Currently wesnoth will use the list of current players, lobby members, as candidates for tab completion of names when whispering. The OP requests that the friends list also be merged in, in case one of your friends whispered you. Even better, could also remember names of anyone who whispered you in the last hour.
- New debug command functionality (setting additional status.variables, possibly terrain)
For lossless png compression we use wesnoth-optipng, a script using an external toolchain (ImageMagick, OptiPNG, Advdef). Perhaps the performance could be improved by using PNGOut instead of advdef. This task includes
- a quick profiling of compression ratio and decompression speed for both tools
- if it provides a higher compression while not significantly slowing down decompression, adapt wesnoth-optipng to use PNGOut