User:Mog/TerrainReorg

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Revision as of 09:31, 5 April 2008 by Mog (talk | contribs) (New page: ==Terrain macro overhaul== The terrain macros are currently a mess. There are lots of inconsitencies and often several different ways to do the same thing. I found the following issues. ...)
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Terrain macro overhaul

The terrain macros are currently a mess. There are lots of inconsitencies and often several different ways to do the same thing.

I found the following issues. Feel free to add/comment to the list.

Issues

  • Inconsistent ordering of parameters
  • Inconsistent naming of macros
  • Two ways of naming rotations. Most terrains have (n,ne,se,s,sw,nw), i.e. rotations are named according to the edges of the hex. Castles/chasm/etc. have the rotations (ne,e,se,sw,w,nw) i.e. named for the corners of the hex.

Proposed changes

  • Have a consistent naming scheme. E.g. all macros that have a flag parameter end with _F, macros with a probability parameter with _P, layer with _L. Ideally, these suffixes are ordered the same way as the coresponding parameters.
  • Most macros have a similar structure, so i suggest the following parameter ordering:

MACRO_NAME IDS1 [,IDS2, [IDS3, ...]] [LAYER] [PROB] [FLAG] IMAGE

There may be macros where this scheme will not work, but for the majority it should.

  • I suggest renaming the castle tiles to use the more common naming method. This means renaming a corner direction to two edge directions (e.g. ne-> n-ne, e->ne-se, etc.). This also makes clear if the hexes around the corner are ordered clockwise or counterclockwise (another current inconsitency btw.)