Difference between revisions of "EasyCoding"
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=== write a (fai or c++ or lua) candidate action for leader control === | === write a (fai or c++ or lua) candidate action for leader control === | ||
+ | is taken by me | ||
== GUI related features == | == GUI related features == |
Revision as of 21:31, 5 April 2012
Contents
Foreword
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....)
--Boucman 20:48, 3 October 2006 (CEST)
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 ;-).
--Yogi Bear, 28 February 2008
Add possibility to give reason for "ignore"
As per FR #16001 [1]
on it - uzyszkodnik 31.03.2012
WML configurable village income / upkeep
Preferably as a [scenario], [side] or [campaign] keys. As per FR #6301 [2].
--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
Add support of [if] for [scenario]
As per FR #4539 [3]
Side-specific results
Giving result=defeat or result=victory for specific sides. (FR #4960) -- dlr365 -- patch submitted [4]
--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) --endercoaster 30, March 2010. I'm gonna give this one a try.
Support for standalone multiplayer scenarios
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.
Support variable recall cost in wml
see https://gna.org/bugs/?16538
the syntax needs to be discussed and refined, but the overall idea is good
make sure to update whiteboard to handle this correctly
Ask Boucman
Other Ideas
See FutureWML; some ideas there are easier than others.
Improvements to AI
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.
Please discuss these with Crab, Dragonking, Sirp or Boucman
Add more ai actions
Add an ai action (and add lua function to do that) to set a goto on a unit
--Teugon 00:32, 4 April 2012 (UTC)
Add an ai action (and add lua function to do that) to send a chat message to a player
Add an ai action (and add lua function to do that) to use a right-click menu item.
There is also this list of (unapproved) and (potentially) easy AI feature requests.
write a (fai or c++ or lua) candidate action for leader control
is taken by me
Note at the moment Mordante is working on a new GUI system, these changes will probably affect the way these items need to be implemented. Contact Mordante on IRC before starting to work on these.
--SkeletonCrew 14:04, 9 March 2008 (EDT)
Theme Changes
- allow custom themes to display values of WML variables (FR #6209)
- hide the hourglass item from the statusbar when there is no timer
Widget Changes
- show side number, name and team association information in the status table
- make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)
- 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 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.
At the moment there are no easy tasks available.
Miscellaneous
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 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...
- 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
- Again, it is common to have villages with more than one "random" word in them. having a $name2 variable would be nice
Euschn 24/03/2009
Debug Mode
- 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...)
ask boucman for details
Add a cycle parameter to the unit animation WML
Animations have a "cycle" internal parameter that decides if the animation loops when it finishes.
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.
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
ask boucman for details