Difference between revisions of "User:SkeletonCrew"

From The Battle for Wesnoth Wiki
(team sides)
(terrain archtypes)
Line 670: Line 670:
 
thread. It looks sane and would be nice to implant.
 
thread. It looks sane and would be nice to implant.
 
http://www.wesnoth.org/forum/viewtopic.php?p=191410#191410
 
http://www.wesnoth.org/forum/viewtopic.php?p=191410#191410
 +
 +
= Misc =
 +
Various things I want to look at at some time.
 +
* version checks for WML, needed or not?
 +
* modulo WML, needed or not?
 +
* continue to work on the Python AI

Revision as of 07:55, 30 October 2006

WIP

Terrain system

The goal is to convert the old single letter terrain system to a new multi letter system. The internal changes to the engine are almost done.

These are the proposals and explanations for the new system, once these are final and implanted these texts will move into the wiki.

Version: proposal 1.1
Last updated: --SkeletonCrew 10:07, 27 October 2006 (CEST)

History:
proposal 1.1

  • added the encounter terrains

terrain

Every terrain type gets a new field named string this will be the new string to use to refer to the terrain. The old char field will stay for the existing terrains, this is needed to convert older maps to be used with the new engine.

This string will exist of 2 to 4 characters, the allowed characters are all letters (the engine is case sensitive), all numbers and the symbols / | \. Note leading numbers are not allowed in the string, they might give confusion with starting locations. Other characters are reserved for special uses in the engine.

The limit of 4 characters is not the upper limit of the engine, but the upper level for easy parsing. The internal format uses 4 bytes and every character is 1 byte. This way it's very easy to convert the characters to the internal format. If more letters are required it will require some modifications to the engine.

I'm considering to allow 1 character terrains as well since I've some trouble to find a second letter everywhere.

Every terrain will also get a new field named theme this is explained in the editor section.

scenario map

The map will use the new strings instead of the old letters. For every tile a string will be used instead of one letter, these strings are separated with a comma. Between the string and the comma one or more spaces are allowed.

Discussion: Should we also allow tabs at the places where we allow spaces? We can allow it but depreciate it.

The WML for map will use the same format. The letter for map WML will use a single terrain string without comma's.

Terraingraphics

The need two modifications the map format and the type format.

map

This format will change a bit more than the other items. The old format is described here TerrainGraphicsWML. According to mog the letters in the map are never used, only the anchors are used. The new format will only accept anchors. The special characters . and * will stay the same.

This map file will no longer be space separated but comma separatedand. Odd lines will start with a leading comma instead of 2 spaces. Spaces are allowed for padding (tabs depending on the discussion above.)

For example this

map="
  1
1   1
  2
1   1
  1"

will become

map="
,1
1,1
,2
1,1
,1"

or

map="
, 1
1 , 1
, 2
1 , 1
, 1"

Discussion: Or do people like the 4 spaces separated items?

type

The type will be a list of terrains, comma separated. Spaces are allowed but then the items need to be between brackets. (A WML rule.)

I'm not sure what to do with the ! whether or not it requires a comma behind it, but I'm inclined to add this requirement.

Mog had an idea which will also be implanted, the * can be used in a terrain string, V* would match all terrain strings starting with the letter 'V'. Vh* would match all terrain strings starting with 'Vh' eg Vh, Vha, Vhaa but not VH or vH.

editor

The editor also will need an overhaul due to the changes, since the terrain consists of a maximum of 4 characters I propose it writes the terrain as a string of 6 characters; the terrains string followed by a comma and padded with spaces. eg the following terrain string

Vh,Vha,Vhaa,Vha,Vh 

will be written as

123456123456123456123456123456 (numbers won't be written.)
Vh,   Vha,  Vhaa, Vha,  Vh 

Discussion: Should the editor be able to write the old format terrain or not.

custom terrains

Zookeeper told me there's no option to add custom terrains at the moment. I want to add a button to add a custom terrain, once clicked it will prompt for the terrain string and insert the tile to the list of available tiles and allow to use this tile. The tile will be 'painted' with the terrain string. When loading a map with unknown strings these will be added to the list of terrains. The only problem will be the location of the terrains but I'll worry about that later.

Discussion: Would this solve the unkown tile problem?

themes

In my opinion the list with terrains to browse is pretty long and this will only grow in the future. I want to add an extra grid of buttons with theme's the buttons will have an icon for their theme. When a button is clicked the list of terrains is filtered per theme. eg when the theme villages is selected only village tiles are shown. Every terrain gets one or more themes for example a snow forest can be in the theme forest and the theme snow, so with either theme this tile is shown. There will be 2 special theme's favorites and map. Favorites are your favorite tiles saved in preferences and can contain unknown terrains. Map are all tiles already used on this map, including the unknown.

Discussion: Is this handy?

terrain files

Eleazar would like to move the terrains in subfolders, this seems to be possible with the current system. The required modifications can be found in the following changelog http://svn.gna.org/viewcvs/wesnoth?rev=14069&view=rev

I've no idea what the best possible directory layout will be. I'll ask Eleazar to do this change when I'm ready for it. At the moment I've some patches in my queue which will conflict with these changes.

terrain strings

Last but not least a proposal for the new terrain strings.

Discussion: At the moment /|\ are used for bridges with the mog's idea of using a * in the type for terrain graphics it can be used for all directional items. Would it be handy to also use this for roads? For now I'm going to ignore the roads and bridges depending on the outcome. If it's handy for roads /bw bridge wood could be handy else /w might be enough.

I want to reserve the letters X and x for user made content eg Vx are user villages. X is a user made letter.

I'm proposing a systems of 1 capital letter followed by one or more lowercase letters. I think that adds to the readability.

Discussion: Do we want to reserve letters for Spacenoth and or any other user made campain which uses letters at the moment. Since UTBS is mainline I want to include these in the mainline system. (If agreed I'll look at the letters required.)

aliases

The aliases will also be a comma separated list, where the same discussion about the + and - can be started as in the types.

terrain list


Letter String Theme Description
A Vhsh village, snow, hill human (snow) hill village
a Vhh village, grassland human hill village
B Vda village, desert desert village (adobe)
b Vhm village, mountain human mountain village
C C castle castle
c Wu water, common shallow water, "coast"
D Vu village, cave underground village (cave, village), "dungeon village"
d Pds plain, desert sand, (old desert)
E road, desert desert road
e Ves village, snow elven (snow) village
F Fs forest, snow forest (snow)
f F forrest, common forest
G Pgs plain savanna (grass)
g Pg plain, common grass
H Hs hill, snow hills (snow)
h H hill, common hills
I Pd plain, desert desert
i Pi plain ice (tundra)
J Hd hill, desert desert hills
j Ms mountain, snow -nothing- (will be snowy mountains)
K K misc keep (castle)
k Wf water river ford (grass, shallow water)
L Vtf village, forest tropical forest village (savanna, village)
l Yl using Y for strange items misc lava (canyon)
M Md mountain, desert desert mountains
m M mountain, common mountain
N Cr castle ruined castle
n Ce castle, common encampment (castle)
O Co castle -nothing- ( will probably be an Orc Castle one day )
o Cd castle dwarven castle (castle)
P Wo desert desert oasis
p Vd village dwarven village
Q Crw castle, water sunken ruin
q Crs castle, water ruin (swamp)
R plain, common road (grass)
r plain dirt (grass)
S Pt plain tundra
s Wd water, common deep water
T Ft forest forest (tropical)
t V village, common?? village
U Vdt village desert desert village (tent)
u Pu cave, plain cave
V Vs village, snow snow village (tundra, village)
v Vh village, common human village (village)
W Yu cave, impassable cavewall
w Ws water swamp
X Yc misc canyon (replaced by chasm in trunk)
x reserved for UMCs
Y Vws village, water swamp village (swamp, village)
y reserved for UMCs
Z Vwm Village, water mermen village (shallow water)
z reserved for UMCs
/ bridge (grass, shallow water)
| bridge (grass, shallow water)
\ bridge (grass, shallow water)
~ fog, can this be used in game?
void/shroud (it uses the "space" character), can this be used in game?
[ Pur plain, cave rockbound cave
] Fu forrest, cave mushroom grove
' Pui plain, cave illuminated cave
? Yet forrest, misc great Elven tree
& Mi mountain impassable moutains

new terrains ordered

C 	castle 	castle
Cd 	castle 	dwarven castle (castle)
Ce 	castle, common 	encampment (castle)
Co 	castle 	-nothing- ( will probably be an Orc Castle one day )
Cr 	castle 	ruined castle
Crs 	castle, water 	ruin (swamp)
Crw 	castle, water 	sunken ruin
F 	forrest, common 	forest
Fs 	forest, snow 	forest (snow)
Ft 	forest 	forest (tropical)
Fu 	forrest, cave 	mushroom grove
H 	hill, common 	hills
Hd 	hill, desert 	desert hills
Hs 	hill, snow 	hills (snow)
K 	misc 	keep (castle)
M 	mountain, common 	mountain
Md 	mountain, desert 	desert mountains
Mi 	mountain 	impassable moutains
Ms 	mountain, snow 	-nothing- (will be snowy mountains)
Pd 	plain, desert 	desert
Pds 	plain, desert 	sand, (old desert)
Pg 	plain, common 	grass
Pgs 	plain 	savanna (grass)
Pi 	plain 	ice (tundra)
Pt 	plain 	tundra
Pu 	cave, plain 	cave
Pui 	plain, cave 	illuminated cave
Pur 	plain, cave 	rockbound cave
V 	village, common?? 	village
Vd 	village 	dwarven village
Vda 	village, desert 	desert village (adobe)
Vdt 	village desert 	desert village (tent)
Ves 	village, snow 	elven (snow) village
Vh 	village, common 	human village (village)
Vhh 	village, grassland 	human hill village
Vhm 	village, mountain 	human mountain village
Vhsh 	village, snow, hill 	human (snow) hill village
Vs 	village, snow 	snow village (tundra, village)
Vtf 	village, forest 	tropical forest village (savanna, village)
Vu 	village, cave 	underground village (cave, village), "dungeon village"
Vwm 	Village, water 	mermen village (shallow water)
Vws 	village, water 	swamp village (swamp, village)
Wd 	water, common 	deep water
Wf 	water 	river ford (grass, shallow water)
Wo 	desert 	desert oasis
Ws 	water 	swamp
Wu 	water, common 	shallow water, "coast"
Yc 	misc 	canyon (replaced by chasm in trunk)
Yet 	forrest, misc 	great Elven tree
Yl using Y for strange items 	misc 	lava (canyon)
Yu 	cave, impassable 	cavewall

encounter terrains

This list maintains the encountered terrains by the user this list is used in the help function to decide what to show and what not. This is now a comma seperated list. The new version will also be a comma separated list but with the new terrain strings instead of letters. In order to keep it backwards compatible at startup the system will check for encountered_terrains and encountered_terrains13 . Then test the following conditions is this order:

  • if encountered_terrains13 is found these are loaded.
  • if encountered_terrains is found, these are converted to encountered_terrains13 format and loaded
  • none are found, nothing will be done.

When writing only encountered_terrains13 will be used.

The reason to keep it backwards compatible is that if somebody tries an 1.3.x version and doesn't like it, it's no problem to return to 1.2.x. If we convert encountered_terrains to the new format it might give troubles when loading it with 1.2.x.

Todo

Thing I plan to do after I finished my WIP's.

team sides

After the terrain system has been modified it's possible to define more teams, EdB asked this in irc at 20061027.

It would be nice to support 12 sides in multiplayer with their own tcolour. The engine should support more sides for the AI to use. These will use and scenario WML defined colour. It's not sure whether WML supports this if not the support should be made. EdB will look for an possible algo to define nice auto colours.

terrain archtypes

Eleazar had an idea for terrain archtypes in the terrain thread. It looks sane and would be nice to implant. http://www.wesnoth.org/forum/viewtopic.php?p=191410#191410

Misc

Various things I want to look at at some time.

  • version checks for WML, needed or not?
  • modulo WML, needed or not?
  • continue to work on the Python AI