Difference between revisions of "EasyCoding"

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== Foreword ==
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'''This page is outdated. For an up to date list of good starting issues, see [https://github.com/wesnoth/wesnoth/issues?q=is%3Aissue+is%3Aopen+label%3A%22Good+first+issue%22 here].
 +
 
 
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.  
 
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 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.
+
If you're not, you should post a feature request and discuss your idea on the forum or IRC or Discord. 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.
 
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....)
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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 we'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 [http://bugs.wesnoth.org/?q=is%3Aissue+is%3Aopen+label%3A%22Good+first+issue%22 bug tracker] with a broad spectrum of tasks.
  
--[[User:Boucman|Boucman]] 20:48, 3 October 2006 (CEST)
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== Engine related features ==
  
 +
=== Make a "map diff" tool to visualizes changes between two version of a map ===
  
Since bugs are sometimes a good opportunity to get a first idea of the code, i will add some here that are easy to fix as soon as i stumble upon them (the one i had in mind is fixed already ;-).
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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.
  
--Yogi Bear, 28 February 2008
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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.
  
== MP related features ==
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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 give reason for "ignore" ===
 
As per FR #16001 [https://gna.org/bugs/?16001]
 
  
on it - uzyszkodnik 31.03.2012
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https://github.com/wesnoth/wesnoth/issues/2323
  
== WML related features ==
+
Note that the current status here is that a "map diff" tool now actually exists as a GitHub action that runs on pull requests with changed maps, although there are some bugs with it that could be fixed, and having a native "map diff" tool that runs as part of Wesnoth itself would fit the original request better.
  
=== WML configurable village income / upkeep ===
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=== Add an option to not store replays ===
Preferably as a [scenario], [side] or [campaign] keys. As per FR #6301 [https://gna.org/bugs/?6301].
 
  
--[[User:Gabba|Gabba]] 19 March 2012 : This is currently assigned to me, but as I lack time and interest to finish integrating this, GSoC students or other interested coders are welcome to take up the current patch and finish the job: https://gna.org/patch/?1381
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As noted in https://wiki.wesnoth.org/SavefileWML all normal savefiles usually contain [replay] and [replay_start] tags that usually take over 50% of the total savefile size and are only used for providing the possibility to replay scenarios. It's be nice to have an option to skip these information to reduce the savefile size. Alternatively one could create a tool integrated in a load/savegame dialog to remove the replay information from a given savegame file.
  
=== Add support of [if] for [scenario] ===
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See the feature request https://github.com/wesnoth/wesnoth/issues/1457
As per FR #4539 [https://gna.org/bugs/?4539]
 
  
=== Side-specific results ===
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== MP related features ==
Giving result=defeat or result=victory for specific sides. ([http://gna.org/bugs/index.php?4960 FR #4960]) -- [[User:dlr365|dlr365]] -- patch submitted [https://gna.org/bugs/index.php?4960]
 
  
--[[User:Boucman|Boucman]] 08:58, 28 February 2010 (UTC) Patch seems abandonned, but can be used for further work feel free to take over the FR
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=== Add possibility to switch off mod dependency checking ===
 +
MP modifications 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).
  
=== Support for leaderless multiplayergames ===
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https://github.com/wesnoth/wesnoth/issues/2324
Add support for the WML key victory_when_enemies_defeated= in the scenario tag during multiplayergames. ([https://gna.org/bugs/index.php?8106 FR #8106])
 
--[[User:Endercoaster|endercoaster]] 30, March 2010. I'm gonna give this one a try.
 
  
=== Support for standalone multiplayer scenarios ===
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=== Make a header for the add-on when we organize scenarios by add-on in the MP create dialog ===
There used to be support for standalone scenarios in the userdata tree, in reorganising the trees this feature got lost and an add-on is now required to add a scenario.
 
Re-add this feature. It is probably a good idea to mirror the mainline multiplayer tree.
 
  
 +
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.
  
=== Support variable recall cost in wml ===
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See one proposal here:
see https://gna.org/bugs/?16538
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https://github.com/wesnoth/wesnoth/issues/1365
  
the syntax needs to be discussed and refined, but the overall idea is good
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=== Timer pause button ===
  
make sure to update whiteboard to handle this correctly
+
Longstanding feature request here:
 +
https://github.com/wesnoth/wesnoth/issues/1237
  
Ask Boucman
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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.
  
=== Other Ideas ===
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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 was introduced in this commit: https://github.com/wesnoth/wesnoth/commit/bab03d554bea92f1ce6f585ef1123202173a3491)
See [[FutureWML]]; some ideas there are easier than others.
 
  
== Improvements to AI ==
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Wintermute/happygrue 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.)
  
Fix some todos, add new formula functions, or do minor improvements to the formula language. Make it easier to debug the formula language, add more ai components.
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A very fancy implementation might instead of a counter, allow the other players to vote on whether a pause request is granted.
  
Please discuss these with Crab, Dragonking, Sirp or Boucman
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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.
  
=== Add more ai actions ===
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=== Add a "concede" button ===
  
Add an ai action (and add lua function to do that) to set a goto on a unit
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Often times in mp, players concede the game before their leader is actually killed. When the game ends 'officially' the map is revealed, which can sometimes be instructive for the losing player. Additionally, it makes it easier to analyze the results of many games, for purposes of balancing, or for maintaining a ladder. So while it may seem small, this would actually be a pretty useful feature.
  
--[[User:Teugon|Teugon]] 00:32, 4 April 2012 (UTC)
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There was a PR to fix this, but it never got merged due to being broken: https://github.com/wesnoth/wesnoth/pull/535
  
Add an ai action (and add lua function to do that) to send a chat message to a player
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This could be implemented in lua.
  
Add an ai action  (and add lua function to do that) to use a right-click menu item.
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=== Show [options] values in the mp lobby gameslist ===
  
There is also [[Practical_Guide_to_Modifying_AI_Behavior#Ideas_for_Potentially_Easy_AI_Patches|this list]] of (unapproved) and (potentially) easy AI feature requests.
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It'd be useful for a newly-joining player to see the chosen [options] of a mp game, since most likely there isn't enough space we could for example wigher show the options via an extra dropdown button in the lobby or show them in the mp waiting dialog instead.
  
=== write a (fai or c++ or lua) candidate action for leader control ===
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See the featurerequest https://github.com/wesnoth/wesnoth/issues/1514
  
== GUI related features ==
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== WML-related features ==
-------------------
 
  
Note at the moment Mordante is working on a new GUI system, these
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=== Support variable poison properties ===
changes will probably affect the way these items need to be implemented.
 
Contact Mordante on IRC before starting to work on these.
 
 
 
--[[User:SkeletonCrew|SkeletonCrew]] 14:04, 9 March 2008 (EDT)
 
  
 +
See a feature request here:
  
=== Theme Changes ===
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https://github.com/wesnoth/wesnoth/issues/1339
  
* allow custom themes to display values of WML variables ([http://gna.org/bugs/index.php?6209 FR #6209])
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=== Events Manipulation ===
* hide the hourglass item from the statusbar when there is no timer
 
  
=== Widget Changes ===
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* [event] persistent="yes" - creates an event that lasts for the rest of the campaign
* show side number, name and team association information in the status table
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* [disable_event][/disable_event] disables the event within which it appears (useful with conditionals). A more complex take on first_time_only=yes/no.
* make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)  
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''This is largely possible with event IDs, but could be useful when multiple copies of an event should be floating around''
* input history (chat, commands, ..) - note: rujasu is working on this feature
 
=== Story Screen improvements ===
 
see http://www.wesnoth.org/forum/viewtopic.php?p=439346#p439346 for the suggestion and https://gna.org/patch/?1587 for a patch that already touched that area heavily
 
  
== GUI2 related features ==
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https://github.com/wesnoth/wesnoth/issues/2326
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.
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== Improvements to AI ==
  
At the moment there are no easy tasks available.
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=== Existing bugs or undesirable features ===
  
== Miscellaneous ==
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Most of these are probably relatively easy to fix, although we can, of course, not guarantee that.
  
=== More powerful village naming ===
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* Bug: Adding a candidate action mid-turn does not include it where it belongs in terms of its evaluation score. Instead, it gets added at the end of the candidate action list and might not be executed on the current turn, because other CAs with lower scores get evaluated first.
'''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
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https://github.com/wesnoth/wesnoth/issues/2345
more powerfull names to be generated.
 
Understanding how it works should be quite easy, and a few usefull 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...
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* Bug: ai.get_new_enemy_dst_src and related functions have several problems:
* It would be nice to have a separate list of "first sylabus" and "last sylabus" for naming. That's not really needed in english, but some translations could use it
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** They use the current moves of the enemy units, which generally are all zero.
* Again, it is common to have villages with more than one "random" word in them. having a $name2 variable would be nice
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** Hexes occupied by other enemy units count as not reachable.
 +
** 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.
  
Euschn 24/03/2009
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https://github.com/wesnoth/wesnoth/issues/2346
  
=== Debug Mode ===
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== GUI2 features ==
* New debug command functionality (setting additional status.variables, possibly terrain)
 
=== Option to disable terrain animations globally ===
 
see https://gna.org/bugs/?15976
 
  
please think a little about use cases (editor, game etc...)
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Although mordante developed a new GUI system, GUI2, some dialogs still use the older GUI1 and could be improved or transferred. mordante has since disappeared, leaving GUI2's core code unmaintained; shadowm and vultraz should be able to answer most GUI2 (and even GUI1) related questions in his absence.
  
ask boucman for details
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* Information on the wiki can be found under [[GUIToolkit]] on the wiki.
 +
* The source code is under [https://github.com/wesnoth/wesnoth/tree/master/src/gui src/gui/]
 +
* All mainline GUI2 WML resides in [https://github.com/wesnoth/wesnoth/tree/master/data/gui data/gui/]
  
 +
* Make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)
 +
* The biggest feature yet to be converted to GUI2 is the in-game Help documentation (first available from the main screen).
 +
** There was an [https://github.com/wesnoth/wesnoth/pull/3653 initial effort to convert Help to GUI2], but appears to be pending on the implementation of a [https://github.com/wesnoth/wesnoth/issues/2687 rich-text label widget].
  
=== Add a cycle parameter to the unit animation WML ===
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== Miscellaneous ==
  
Animations have a "cycle" internal parameter that decides if the animation loops when it finishes.
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=== Debug mode ===
  
Right now that parameter is decided purely by the engine depending on the circumstances, but it would make sense to move it to a frame paramter.
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* New debug command functionality (setting additional status.variables, possibly terrain)
  
This task is mainly to add a new boolean parameter in the particle class and using/exposing it to WML in a way similar to a unit_frame
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=== woptipng / wesnoth-optipng ===
  
ask boucman for details
+
For lossless png compression we use woptipng, a script using an external toolchain (ImageMagick, OptiPNG, Advdef, oxipng). Perhaps the performance could be improved by using oxipng or PNGOut instead of advdef. This task includes:
 +
* a quick profiling of compression ratio and decompression speed for all relevant tools
 +
* if it provides a higher compression while not significantly slowing down decompression, adapt woptipng to use PNGOut or oxipng (whichever makes more sense)
 +
* note that there is a separate repository for woptipng: [https://github.com/matthiaskrgr/woptipng https://github.com/matthiaskrgr/woptipng] (with its own issue tracker, etc.)
  
 
== Bugs ==
 
== Bugs ==

Latest revision as of 17:23, 29 April 2024

This page is outdated. For an up to date list of good starting issues, see here.

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 or Discord. 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 we'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.

Engine related features

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.)

https://github.com/wesnoth/wesnoth/issues/2323

Note that the current status here is that a "map diff" tool now actually exists as a GitHub action that runs on pull requests with changed maps, although there are some bugs with it that could be fixed, and having a native "map diff" tool that runs as part of Wesnoth itself would fit the original request better.

Add an option to not store replays

As noted in https://wiki.wesnoth.org/SavefileWML all normal savefiles usually contain [replay] and [replay_start] tags that usually take over 50% of the total savefile size and are only used for providing the possibility to replay scenarios. It's be nice to have an option to skip these information to reduce the savefile size. Alternatively one could create a tool integrated in a load/savegame dialog to remove the replay information from a given savegame file.

See the feature request https://github.com/wesnoth/wesnoth/issues/1457

MP related features

Add possibility to switch off mod dependency checking

MP modifications 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).

https://github.com/wesnoth/wesnoth/issues/2324

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://github.com/wesnoth/wesnoth/issues/1365

Timer pause button

Longstanding feature request here: https://github.com/wesnoth/wesnoth/issues/1237

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 was introduced in this commit: https://github.com/wesnoth/wesnoth/commit/bab03d554bea92f1ce6f585ef1123202173a3491)

Wintermute/happygrue 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.

Add a "concede" button

Often times in mp, players concede the game before their leader is actually killed. When the game ends 'officially' the map is revealed, which can sometimes be instructive for the losing player. Additionally, it makes it easier to analyze the results of many games, for purposes of balancing, or for maintaining a ladder. So while it may seem small, this would actually be a pretty useful feature.

There was a PR to fix this, but it never got merged due to being broken: https://github.com/wesnoth/wesnoth/pull/535

This could be implemented in lua.

Show [options] values in the mp lobby gameslist

It'd be useful for a newly-joining player to see the chosen [options] of a mp game, since most likely there isn't enough space we could for example wigher show the options via an extra dropdown button in the lobby or show them in the mp waiting dialog instead.

See the featurerequest https://github.com/wesnoth/wesnoth/issues/1514

WML-related features

Support variable poison properties

See a feature request here:

https://github.com/wesnoth/wesnoth/issues/1339

Events Manipulation

  • [event] persistent="yes" - creates an event that lasts for the rest of the campaign
  • [disable_event][/disable_event] disables the event within which it appears (useful with conditionals). A more complex take on first_time_only=yes/no.

This is largely possible with event IDs, but could be useful when multiple copies of an event should be floating around

https://github.com/wesnoth/wesnoth/issues/2326

Improvements to AI

Existing bugs or undesirable features

Most of these are probably relatively easy to fix, although we can, of course, not guarantee that.

  • Bug: Adding a candidate action mid-turn does not include it where it belongs in terms of its evaluation score. Instead, it gets added at the end of the candidate action list and might not be executed on the current turn, because other CAs with lower scores get evaluated first.

https://github.com/wesnoth/wesnoth/issues/2345

  • Bug: 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.
    • 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.

https://github.com/wesnoth/wesnoth/issues/2346

GUI2 features

Although mordante developed a new GUI system, GUI2, some dialogs still use the older GUI1 and could be improved or transferred. mordante has since disappeared, leaving GUI2's core code unmaintained; shadowm and vultraz should be able to answer most GUI2 (and even GUI1) related questions in his absence.

  • Information on the wiki can be found under GUIToolkit on the wiki.
  • The source code is under src/gui/
  • All mainline GUI2 WML resides in data/gui/
  • Make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)
  • The biggest feature yet to be converted to GUI2 is the in-game Help documentation (first available from the main screen).

Miscellaneous

Debug mode

  • New debug command functionality (setting additional status.variables, possibly terrain)

woptipng / wesnoth-optipng

For lossless png compression we use woptipng, a script using an external toolchain (ImageMagick, OptiPNG, Advdef, oxipng). Perhaps the performance could be improved by using oxipng or PNGOut instead of advdef. This task includes:

  • a quick profiling of compression ratio and decompression speed for all relevant tools
  • if it provides a higher compression while not significantly slowing down decompression, adapt woptipng to use PNGOut or oxipng (whichever makes more sense)
  • note that there is a separate repository for woptipng: https://github.com/matthiaskrgr/woptipng (with its own issue tracker, etc.)

Bugs

See Also

NotSoEasyCoding

This page was last edited on 29 April 2024, at 17:23.