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=== Debug Mode === | === Debug Mode === | ||
* New debug command functionality (setting additional status.variables, possibly terrain) | * New debug command functionality (setting additional status.variables, possibly terrain) | ||
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== Bugs == | == Bugs == |
Revision as of 01:13, 11 February 2014
Contents
Foreword
We are currently in the process of updating this page. Parts marked by strikeout will likely be deleted shortly.
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)
Add possibility to give reason for "ignore"
As per FR #16001 [1]
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).
Side-specific results
Giving result=defeat or result=victory for specific sides. (FR #4960) -- dlr365 -- patch submitted [2]
--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)
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
Note: not all of these might be simple tasks. Talk to Crab or mattsc.
- Add option to take avoided hexes into account in wesnoth.find_path()
- 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.
- Clean up Micro AI candidate actions code. The Micro AIs were developed over quite a long period while we were trying to figure out how all of this works (and in part also by students participating in a Google Code-in project). As a result, the code in some of them is quite inconsistent, not cleaned up, uncommented (or wrongly commented), etc.
- 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.
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
- hide the hourglass item from the statusbar when there is no timer
Widget Changes
- make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)
- input history (chat, commands, ..)
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).
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
Debug Mode
- New debug command functionality (setting additional status.variables, possibly terrain)