NotSoEasyCoding

From The Battle for Wesnoth Wiki
Revision as of 17:57, 9 March 2008 by Boucman (talk | contribs) (Game Engine)

Foreword

This page shows projects which are considered a good idea by the developers but which have nobody working on them so far. If you think you've got the required skill for a task go on, implement it and you've got a high chance that it'll be accepted. The remaining barrier will only be that it's done well. :-)

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....)


Game Engine

Showing "Advantage" In-Game/End-Game

As described here: [1]

Multiplayer and RNG Cheating

As described here: [2]

A more generalised teleporting ability

see [3]

Data Structures

Config Writer

The speed of saving Wesnoth games is dominated by the time to marshall all the config structures. This involves deep copying them many times as each subsystem returns its config bundle; far better would be to have a "config_writer" class which is handed to each subsystem which iterates through its structures and does the writing (to file or network) directly to the config_writer instance.

Stop by #wesnoth-dev on freenode irc if you want to help with this, or post in the Coder's Corner.

Improvements to Unit Map

As described here: [4]