Difference between revisions of "User:SkeletonCrew"

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(Addon server)
(gui toolkit: add a new link)
 
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= WIP =
 
= WIP =
  
 +
=== gui toolkit ===
 +
 +
[[GUIToolkit]]
 +
[[GUIToolkitWML]]
 +
[[GUICanvasWML]]
 +
[[GUIVariable]]
 +
[[Wiki_grabber]]
  
 
== Addon server ==
 
== Addon server ==
Line 44: Line 51:
 
length      number of scenarios, mainly for campaigns
 
length      number of scenarios, mainly for campaigns
 
difficulty  difficulties available as comma separated list
 
difficulty  difficulties available as comma separated list
version    string with versions it works with eg
+
version_a  string with versions it should work with eg (a better tag name is to
 +
            found)
 
             - 1.2.* all 1.2 versions
 
             - 1.2.* all 1.2 versions
 
             - 1.2.3+ versions equal or newer as 1.2.3
 
             - 1.2.3+ versions equal or newer as 1.2.3
             - 1.2.0 - 1.2.2 versions greater or equal to 1.2.0 and smaller
+
             - 1.2.0 - 1.2.2 versions from (including) 1.2.0 to (including) 1.2.2
              or equal to 1.2.2
+
version_b  string with the version used for the upload to be able to block
 +
            specific versions that are known not to work on client side or to at
 +
            least be able to show a warning to the user
 
dependency  other content this addon depends on, comma separated list of names
 
dependency  other content this addon depends on, comma separated list of names
 
             (This might allow the client to allow automatic downloads of
 
             (This might allow the client to allow automatic downloads of
Line 64: Line 74:
 
faction
 
faction
 
mod
 
mod
 +
theme (not yet possible, but might add support for it later)
 
other
 
other
  
Line 146: Line 157:
 
server.)
 
server.)
  
=== Macroscope ===
+
=== wmllint ===
  
Esr wrote a tool, named macroscope, which can validate whether WML references
+
Esr wrote a tool, named wmllint, which can validate whether WML references
 
are broken or not (it can do more but for the server only the broken
 
are broken or not (it can do more but for the server only the broken
 
references are used)
 
references are used)
Line 155: Line 166:
 
- references to non-existing images/sound/music files
 
- references to non-existing images/sound/music files
  
Macroscope will run on the server, the problems with running on the clients are
+
Wmllint will run on the server, the problems with running on the clients are
 
- Python is required
 
- Python is required
- It's possible to upload broken content by modifying macroscope
+
- It's possible to upload broken content by modifying wmllint
 
- it's required anyway due to new versions
 
- it's required anyway due to new versions
  
Line 163: Line 174:
  
 
On upload an addon is checked whether it has no broken references.
 
On upload an addon is checked whether it has no broken references.
If it's broken it's not allowed on the server, the output of Macroscope is
+
If it's broken it's not allowed on the server, the output of wmllint is
 
send back to the uploader so (s)he can see what the problems are.
 
send back to the uploader so (s)he can see what the problems are.
  
Line 178: Line 189:
  
 
If a new version of Wesnoth is released a preprocessed file uploaded and all
 
If a new version of Wesnoth is released a preprocessed file uploaded and all
current available content is checked. The macroscope status is set in the
+
current available content is checked. The wmllint status is set in the
 
addon, upon change of status the author is notified per email (if possible)
 
addon, upon change of status the author is notified per email (if possible)
  
Line 184: Line 195:
 
For the development version it can be that a content gets broken.
 
For the development version it can be that a content gets broken.
  
== Terrain system ==
+
=== Misc ===
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,
+
==== Directory structure ====
once these are final and implanted these texts will move
 
into the wiki.
 
  
Version: proposal 2.3<br>
+
At the moment there needs to be the following structure
Last updated: --[[User:SkeletonCrew|SkeletonCrew]] 13:52, 29 November 2006 (CET)
+
$datadir/foo.cfg
 +
$datadir/foo.pbl
 +
$datadir/foo
  
History:<br>
+
with the changes in the directory parsing the following structure would
proposal 1.1<br>
+
also be possible and maybe should be used to make it easier to copy unpack etc stuff
* added the encounter terrains
+
$datadir/foo/_main
proposal 1.2<br>
+
$datadir/foo/addon.pbl
* added the link to the new proposals of Mog and Eleazar
+
$datadir/foo
proposal 1.3<br>
 
* added reminder to add fog/shroud to the editor
 
* added idea to maybe add support to add tiles at the top and left
 
proposal 2.0<br>
 
* removed editor changes from proposal and moved to own topic
 
* removed the discussion points and wrote the conclusion
 
* rewrote [[User:SkeletonCrew#terrain_strings]]
 
* rewrote the letter proposal, with the input given so far
 
proposal 2.1<br>
 
* Eleazar changed some terrain definitions and fixed some errors I made in them
 
* added section about starting positions and the new definition
 
* added extra keeps and changed the way they're going to work
 
proposal 2.2<br>
 
* added AnimationWML section
 
proposal 2.3<br>
 
* changed encountered terrain section
 
  
=== terrain ===
+
==== Upload ====
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.
 
 
 
Instead of spaces tabs are allowed, but keep in mind what
 
looks good in your text editor, might look horrible in the
 
editor of somebody else. The official files should use spaces.
 
 
 
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
 
 
 
Also here tabs are allowed instead of spaces, see previous
 
section.
 
 
 
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"
 
 
 
==== 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.) Also after special modifiers
 
a comma is required (at the moment only the ! is a special
 
modifier, but that might change in the future.)
 
 
 
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.
 
 
 
=== 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 ===
 
The terrain strings will consist of 2 till 4 letters which
 
indicate the terrain. Numbers are not allowed except for
 
starting positions. See next section. The following special
 
characters can be used /|\ these should be used for directional
 
terrains, which are only bridges at the moment.
 
 
 
The terrain letter _ is reserved for interal special terrains
 
this will alway be used as leading character and not used
 
inside strings.
 
 
 
For readability terrains should start with a capital letter
 
followed by one or more lowercase letters (with a maximum of 3
 
lower case letters). The official
 
terrains must follow these rules, the custom terrains
 
should follow these rules.
 
 
 
There will be some letters reserved for user made content
 
these letters are Y, y, Z, z. This means every terrain
 
with one or more of these letters inside are custom terrains.
 
This way it's easier to integrate a new terrain without
 
having to change the terrain-graphics.cfg.
 
 
 
Since UTBS is mainline the custom terrain used there will
 
be moved to the new system.
 
 
 
=== starting positions ===
 
The new system will allow to define a starting position
 
and terrain in the map file.
 
 
 
The new format is "nnwtttt"
 
* n is a number and must be at least 1 position, this number defines the starting position, for alignment the engine assumes a maximum of 2 positions
 
* w is one space, needed for readability and easy parsing
 
* t is the terrain string
 
 
 
For backwards compability the "wtttt" part can be ommitted
 
and the terrain will automatically become _K but support
 
won't last forever (see [[User:SkeletonCrew#Specials]]).
 
 
 
At the moment Wesnoth supports 9 starting positions,
 
this proposal allows for more positions but the engine
 
can't use the extra positions. This limit will be removed
 
in the near future.
 
 
 
=== aliases ===
 
The aliases will also be a comma separated list, where the
 
same discussion about the + and - can be started as in
 
the types.
 
 
 
=== terrains sorted per group ===
 
This list shows the new proposal for the terrains,
 
which takes in account the idea's of Mog and Eleazar.
 
The italic strings are reservations for terrains.
 
The only terrain which isn't backwards compatible is
 
'*'. The other terrains will be converted.
 
 
 
Some letter defined in the old system don't have a
 
terrain defined yet. These are still listed with their
 
reserved letter. Just in case the terrain gets defined
 
before this system is up and running.
 
 
 
I think about merging some theme's if the number of items
 
is to small. The following merges will probably be done
 
* hill, mountain
 
* water, swamp
 
* castle, keep
 
 
 
I still want to keep the themes, if for example the number
 
mountain and hill terrains increases enough to justify their
 
own page the splitting will be trivial.
 
 
 
The letters "$.;:<>_` are listed but unassigned in the old
 
list and thus not supported in the new system.
 
 
 
==== Snow terrains ====
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Ai</td>
 
<td>i</td>
 
<td>ice</td>
 
<td>snow</td>
 
</tr>
 
 
 
<tr>
 
<td>Aa</td>
 
<td>S</td>
 
<td>tundra "Arctic"</td>
 
<td>snow</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Bridges ====
 
Since bridges are directional all strings here
 
will be appended with either /|\ to show their
 
direction. In this list these signs are replaced
 
with a *.
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Brx*</i></td>
 
<td></td>
 
<td>Bridge of stones over chasm for aboveground</td>
 
<td>bridge</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Bxu*</i></td>
 
<td></td>
 
<td>Bridge over chasm underground</td>
 
<td>bridge</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Bsw*</i></td>
 
<td></td>
 
<td>wooden bridge over swamp NOTE bws Brigde wood swamp</td>
 
<td>bridge</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Bwr*</i></td>
 
<td></td>
 
<td>Stone Bridge over shallow water NOTE bss Bridge stone swamp not better?</td>
 
<td>bridge</td>
 
</tr>
 
 
 
<tr>
 
<td>Bww*</td>
 
<td>/|\</td>
 
<td>wooden bridge bridge, over wadeable, wooden NOTE Brigde wood or Bridge wood water not better?</td>
 
<td>bridge, common</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Castles ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Ce</td>
 
<td>n</td>
 
<td>encampment (castle)</td>
 
<td>castle, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Ch</td>
 
<td>C</td>
 
<td>human castle</td>
 
<td>castle, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Chr</td>
 
<td>N</td>
 
<td>ruined castle</td>
 
<td>castle</td>
 
</tr>
 
 
 
<tr>
 
<td>Chs</td>
 
<td>q</td>
 
<td>human ruin (swamp)</td>
 
<td>castle</td>
 
</tr>
 
 
 
<tr>
 
<td>Chw</td>
 
<td>Q</td>
 
<td>human sunken ruin</td>
 
<td>castle</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Co</i></td>
 
<td>O</td>
 
<td>will be an Orc Castle one day</td>
 
<td>castle</td>
 
</tr>
 
 
 
<tr>
 
<td>Cud</td>
 
<td>o</td>
 
<td>dwarven castle "castle underground, dwarf"</td>
 
<td>castle, underground</td>
 
</tr>
 
 
 
</table>
 
 
 
==== desert ====
 
NOTE still need to add the UTBS terrains
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Dd</td>
 
<td>I</td>
 
<td>desert</td>
 
<td>desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Do</td>
 
<td>P</td>
 
<td>desert oasis</td>
 
<td>desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Ds</td>
 
<td>d</td>
 
<td>sand, (old desert)</td>
 
<td>desert</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Forest ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Fa</td>
 
<td>F</td>
 
<td>forest (snow) "forest arctic"</td>
 
<td>forrest, snow</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Fb</i></td>
 
<td></td>
 
<td>Sinister Forest "Forest, Bad"</td>
 
<td>forrest</td>
 
</tr>
 
 
 
<tr>
 
<td>Fet</td>
 
<td>?</td>
 
<td>great Elven tree</td>
 
<td>forrest</td>
 
</tr>
 
 
 
<tr>
 
<td>Ff</td>
 
<td>f</td>
 
<td>forrest</td>
 
<td>forrest, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Ft</td>
 
<td>T</td>
 
<td>forrest tropical</td>
 
<td>forrest</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Grass ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Gb</i></td>
 
<td></td>
 
<td>dying "Grass brown/bad"</td>
 
<td>grass</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Gf</i></td>
 
<td></td>
 
<td>Farmer's Fields</td>
 
<td>grass</td>
 
</tr>
 
 
 
<tr>
 
<td>Gg</td>
 
<td>g</td>
 
<td>grass</td>
 
<td>grass, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Gs</td>
 
<td>G</td>
 
<td>savanna (grass)</td>
 
<td>grass</td>
 
</tr>
 
 
 
</table>
 
 
 
==== hill ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Ha</td>
 
<td>H</td>
 
<td>hills (snow) "hills arctic"</td>
 
<td>hill, snow</td>
 
</tr>
 
 
 
<tr>
 
<td>Hd</td>
 
<td>J</td>
 
<td>desert hills (dunes)</td>
 
<td>hill, desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Hh</td>
 
<td>h</td>
 
<td>hills</td>
 
<td>hill, common</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Keep ====
 
The keep definition is now done with terrain transition WML,
 
since we're no longer out of letters, this will be done
 
manually. the _K is for backwards compability but this
 
will remove at some point see specials. The _K uses the
 
castle transition WML the new ones don't. This would
 
also allow to mix items, eg een Kh keep in a Ce castle.
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>_K</td>
 
<td>K</td>
 
<td>keep (castle)</td>
 
<td>keep, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Ke</td>
 
<td></td>
 
<td>encampment (keep)</td>
 
<td>keep, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Kh</td>
 
<td></td>
 
<td>keep castle</td>
 
<td>keep, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Khr</td>
 
<td></td>
 
<td>ruined keep</td>
 
<td>keep</td>
 
</tr>
 
 
 
<tr>
 
<td>Khs</td>
 
<td></td>
 
<td>human ruin keep(swamp)</td>
 
<td>keep</td>
 
</tr>
 
 
 
<tr>
 
<td>Khw</td>
 
<td></td>
 
<td>human sunken ruin keep</td>
 
<td>keep</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Ko</i></td>
 
<td></td>
 
<td>will be an Orc keep one day</td>
 
<td>keep</td>
 
</tr>
 
 
 
<tr>
 
<td>Kud</td>
 
<td></td>
 
<td>dwarven keep "keep underground, dwarf"</td>
 
<td>keep, underground</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Mountain ==== 
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Ma</i></td>
 
<td>j</td>
 
<td>snowy mountains</td>
 
<td>mountain, snow</td>
 
</tr>
 
 
 
<tr>
 
<td>Md</td>
 
<td>M</td>
 
<td>desert mountains</td>
 
<td>mountain, desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Mm</td>
 
<td>m</td>
 
<td>mountain</td>
 
<td>mountain, common</td>
 
</tr>
 
 
 
</table>
 
 
 
==== (mostly) Impassable ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Qx</i></td>
 
<td></td>
 
<td>chasm for above ground</td>
 
<td>misc</td>
 
</tr>
 
 
 
<tr>
 
<td>Qxu</td>
 
<td>X</td>
 
<td>chasm for underground</td>
 
<td>misc, underground</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Qxw</i></td>
 
<td></td>
 
<td>aboveground chasm with water pouring over the edge</td>
 
<td>misc</td>
 
</tr>
 
 
 
<tr>
 
<td>Ql</td>
 
<td>l</td>
 
<td>lava</td>
 
<td>misc</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Qr</i></td>
 
<td></td>
 
<td>stone wall</td>
 
<td>misc</td>
 
</tr>
 
 
 
</table>
 
 
 
==== road ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Rc</i></td>
 
<td></td>
 
<td>Carpeted Floor</td>
 
<td>road</td>
 
</tr>
 
 
 
<tr>
 
<td>Rd</td>
 
<td>E</td>
 
<td>desert road</td>
 
<td>road, desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Re</td>
 
<td>r</td>
 
<td>dirt road "earth"</td>
 
<td>road, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Rr</td>
 
<td></td>
 
<td>stone road "rock"</td>
 
<td>road</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Rw</i></td>
 
<td></td>
 
<td>Wood floor (interior)</td>
 
<td>road</td>
 
</tr>
 
 
 
</table>
 
 
 
==== swamp ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Sb</i></td>
 
<td></td>
 
<td>fetid swamp "Swamp Bad"</td>
 
<td>swamp</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Ss</i></td>
 
<td>w</td>
 
<td>swamp</td>
 
<td>swamp</td>
 
</tr>
 
 
 
</table>
 
 
 
==== underground ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Uf</td>
 
<td>]</td>
 
<td>mushroom grove "underground forest"</td>
 
<td>underground</td>
 
</tr>
 
 
 
<tr>
 
<td>Uh</td>
 
<td>[</td>
 
<td>rockbound cave (functionally "underground hill")</td>
 
<td>underground</td>
 
</tr>
 
  
<tr>
+
At the moment it seems to be quite confusion for uploading to get things properly
<td>Uu</td>
+
installed, maybe allow to browse to a directory and upload that. This directory
<td>u</td>
+
then needs to have a file named addon.pbl. With the wmllint interface this also
<td>normal cave</td>
+
can allow to save things at a different location as the upload to avoid overwriting
<td>underground</td>
+
stuff.
</tr>
 
  
<tr>
 
<td><i>Uuc</i></td>
 
<td></td>
 
<td>normal cave, carved</td>
 
<td>underground</td>
 
</tr>
 
  
<tr>
 
<td>Uui</td>
 
<td>'</td>
 
<td>illuminated cave</td>
 
<td>underground</td>
 
</tr>
 
 
</table>
 
 
==== village ====
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
<tr>
 
<td>Vda</td>
 
<td>B</td>
 
<td>desert village (adobe)</td>
 
<td>village, desert</td>
 
</tr>
 
 
<tr>
 
<td>Vdt</td>
 
<td>U</td>
 
<td>desert village (test)</td>
 
<td>village, desert</td>
 
</tr>
 
 
<tr>
 
<td><i>Veg</i></td>
 
<td>t</td>
 
<td>elven village "village elven grassland"</td>
 
<td>village</td>
 
</tr>
 
 
<tr>
 
<td>Ves</td>
 
<td>e</td>
 
<td>elven (snow) village</td>
 
<td>village, snow</td>
 
</tr>
 
 
<tr>
 
<td>Vha</td>
 
<td>V</td>
 
<td>village, snow            snow village (tundra, village)</td>
 
<td>village, snow</td>
 
</tr>
 
 
<tr>
 
<td>Vhg</td>
 
<td>v</td>
 
<td>human village (village)</td>
 
<td>village, common</td>
 
</tr>
 
 
<tr>
 
<td>Vhh</td>
 
<td>a</td>
 
<td>human hill village</td>
 
<td>village, hill, common</td>
 
</tr>
 
 
<tr>
 
<td>Vhha</td>
 
<td>A</td>
 
<td>human (snow) hill village</td>
 
<td>village, snow, hill</td>
 
</tr>
 
 
<tr>
 
<td>Vhm</td>
 
<td>b</td>
 
<td>human mountain village</td>
 
<td>village, mountain</td>
 
</tr>
 
 
<tr>
 
<td>Vht</td>
 
<td>L</td>
 
<td>tropical village (savanna, village) --nothing foresty about this village</td>
 
<td>village</td>
 
</tr>
 
 
<tr>
 
<td>Vu</td>
 
<td>D</td>
 
<td>underground village (cave, village)</td>
 
<td>village, underground</td>
 
</tr>
 
 
<tr>
 
<td>Vud</td>
 
<td>p</td>
 
<td>dwarven village</td>
 
<td>village, underground</td>
 
</tr>
 
 
<tr>
 
<td>Vwm</td>
 
<td>Z</td>
 
<td>mermen village (shallow water)</td>
 
<td>village, water</td>
 
</tr>
 
 
<tr>
 
<td>Vs</td>
 
<td>Y</td>
 
<td>swamp village (swamp, village)</td>
 
<td>village, swamp</td>
 
</tr>
 
 
</table>
 
 
==== water ====
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
<tr>
 
<td>Wo</td>
 
<td>s</td>
 
<td>deep water "water, ocean"</td>
 
<td>water, common</td>
 
</tr>
 
 
<tr>
 
<td>Ww</td>
 
<td>c</td>
 
<td>shallow water, "water, wade-able"</td>
 
<td>water, common</td>
 
</tr>
 
 
<tr>
 
<td>Wwf</td>
 
<td>k</td>
 
<td>river ford "water wadeable, ford"</td>
 
<td>water</td>
 
</tr>
 
 
<tr>
 
<td><i>Wwu</i></td>
 
<td></td>
 
<td>shallow underground water</td>
 
<td>water, underground</td>
 
</tr>
 
 
</table>
 
 
==== Impassable ====
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
<tr>
 
<td>Xm</td>
 
<td>&</td>
 
<td>impassable moutains</td>
 
<td>impassable, mountain</td>
 
</tr>
 
 
<tr>
 
<td><i>Xrw</i></td>
 
<td></td>
 
<td>Impassable stone "rock" wall (interior)</td>
 
<td>impassable</td>
 
</tr>
 
 
<tr>
 
<td>Xu</td>
 
<td>W</td>
 
<td>cavewall</td>
 
<td>impassable, underground</td>
 
</tr>
 
 
<tr>
 
<td><i>Xuc</i></td>
 
<td></td>
 
<td>cavewall, carved</td>
 
<td>impassable, underground</td>
 
</tr>
 
 
<tr>
 
<td><i>Xww</i></td>
 
<td></td>
 
<td>Impassable wooden wall (interior)</td>
 
<td>impassable</td>
 
</tr>
 
 
</table>
 
 
==== Specials ====
 
These terrains are hardcoded in the game and translated
 
automatically. The old UMC terrains are here for backwards
 
compability this compability will only be guaranteed till
 
the next major release after 1.2.(That would be 1.4 or 2.0.)
 
As stated before the * will no longer be supported.
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
<tr>
 
<td>_f</td>
 
<td>~</td>
 
<td>fog</td>
 
<td>misc</td>
 
</tr>
 
 
<tr>
 
<td>_s</td>
 
<td> (space character)</td>
 
<td>void/shroud</td>
 
<td>misc</td>
 
</tr>
 
 
<tr>
 
<td>_za</td>
 
<td>^</td>
 
<td>reserved for UMC</td>
 
<td>misc</td>
 
</tr>
 
 
<tr>
 
<td>_zb</td>
 
<td>%</td>
 
<td>reserved for UMC</td>
 
<td>misc</td>
 
</tr>
 
 
<tr>
 
<td>_zc</td>
 
<td>@</td>
 
<td>reserved for UMC</td>
 
<td>misc</td>
 
</tr>
 
 
<tr>
 
<td>_zx</td>
 
<td>x</td>
 
<td>reserved for UMC</td>
 
<td>misc</td>
 
</tr>
 
 
<tr>
 
<td>_zy</td>
 
<td>y</td>
 
<td>reserved for UMC</td>
 
<td>misc</td>
 
</tr>
 
 
<tr>
 
<td>_zz</td>
 
<td>z</td>
 
<td>reserved for UMC</td>
 
<td>misc</td>
 
</tr>
 
 
</table>
 
 
=== 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. Backwards
 
compability will be dumped, the new list will be called
 
''encountered_terrains_list'' and the user will be required
 
to rediscover every terrain. (The conversion is harder
 
as expected and the benefit too small)
 
 
This way the 1.2 branch will use the old list and the
 
1.3 branch the new list.
 
 
=== [[AnimationWML]] ===
 
These also need an update here the * will also be allowed.
 
The current system look at the aliasses (which is not
 
documentated) the new system will look at the string
 
and as said before allow the * to match.
 
  
 
== editor ==
 
== editor ==
Line 1,284: Line 268:
 
'''Discussion:''' Is this handy?
 
'''Discussion:''' Is this handy?
  
=== resize map ===
+
== MP dialog ==
maybe there should be an option to add tiles to the left and
+
 
top instead of only to the right and bottom.
+
See [[UseMapSettings]]
See http://www.wesnoth.org/forum/viewtopic.php?p=192326#192326
+
 
  
=== Small maps ===
 
It would be handy to be able to create maps smaller than
 
20 x 20 for WML usage. IMO as soon as the map goes below
 
this threshold a warning should be shown, that the map
 
might nog work properly as main scenario map.
 
See http://www.wesnoth.org/forum/viewtopic.php?p=192435#192435
 
  
 
= Todo =
 
= Todo =
Line 1,321: Line 299:
 
* continue to work on the Python AI
 
* continue to work on the Python AI
  
= Branch terrain =
 
Items marked with the text (SVN terrain only) are features
 
only available in the latest development version of the
 
terrain branch. These items will be merged in the trunk
 
once finished. The branch can be found here.
 
http://svn.gna.org/svn/wesnoth/branches/mordante_terrain
 
  
  
'''''[[User:SkeletonCrew#Branch_terrain|(SVN terrain only)]]'''''
+
= Savegame format =
 +
 
 +
It would be nice to have the format of the savegame and the
 +
data send by the MP server to be a bit more the same. The other
 +
idea is that the MP server holds a minimal part in a config
 +
object and the rest of the data is stored in a gzipped config.
 +
This gzipped config is seen as a blob and not unpacked by
 +
the server but simply forwarded to the clients. This
 +
is a rough draft used to discuss about on the FOSDEM.
  
 +
The format will get the following sections
 +
* ''header'' basic info which is at the moment at the root of the file.
 +
** ''kind'' this key contains SP/MP value.
 +
** ''state'' this key is like the current key, but can also be start.
 +
* ''carry_over'' this section is only used in campaigns and contains the gold carry over info. This info is the same for all players.
 +
* ''dependencies'' 0 or more sections containing the id's of the dependencies. (Use sections since we might want to add more info later.)
 +
* ''summery'' this section isn't really needed for a savegame but it contains the info the addon server needs to know about (not sure what's needed.)
 +
* ''start_of_scenario'' section with all info regarding the start of scenario (a bit like replay_start atm).
 +
** ''player'' the player data stored from the previous scenario, always saved.
 +
** ''scenario'' this section always exists in MP but not in SP (in SP there's a key scenario_id) and contains the scenario data.
 +
** ''era'' this section contains the era data for MP, section doesn't exist in SP.
 +
* ''snapshot'' section wit the info about the current state of the game.
 +
** ''player'' current state of the players
 +
** ''scenario'' current state of the scenario
 +
** ''era'' current state of the are
 +
* ''statictics'' same as atm.
 +
* ''replay'' same as atm.
  
Back references
+
What to do with unit info? I want to remove some info from the unit like
[[AnimationWML#Progressive_parameters]]
+
movement cost, defence stats, animations etc. Should this info be saved
[[FilterWML]]
+
or not?
[[TerrainLettersWML]]
 
[[TerrainWML]]
 
[[BuildingMaps]]
 
[[TerrainGraphicsWML]]
 
[[BuildingFactions]]
 
[[TerrainMaskWML]]
 
[[InternalActionsWML]]
 
  
 +
BTW it might be a nice project to have a something like a DOM viewer
 +
but then for WML.
  
{{DevFeature}}
+
See also [[SavefileWML]]
[[EditorGroupWML]]
 
[[MapGeneratorWML]]
 

Latest revision as of 17:26, 24 April 2008

WIP

gui toolkit

GUIToolkit GUIToolkitWML GUICanvasWML GUIVariable Wiki_grabber

Addon server

After collecting the info in this thread http://www.wesnoth.org/forum/viewtopic.php?t=15664 this is a first proposal to all changes for the addon server. Personally I'm most interested to do the server side changes and not the client side changes so I hope to find a victim for that part ;)

The changes are splitted in 3 parts, the general changes, the changes specific to improve the handling of translations and last the automatic test for some broken content.

General changes

Client side changes

For the client side some extra fields will be available to show, some are set by the author and some by the admin/devs. Also note I think it might be a good idea to give some non-devs dev access to the server, that would be people the devs think should have that access. I don't want to do the voting system at the moment since that will be quite some work (due to possible abuses) and adds little benefit. (The main reason for starting this project is to allow asynchronous updates of the translations.)

icon        like current icon
name        like current name
title       like current title
description like current description (but hopefully shown in the client)
image       larger image to show (as shown in the addon menu when you select
            an addon)
type*       type of the content see below (the client might want to split this
            displayed info per type)
author      name of the author
version     version number of the addon (as set by the author)
date        timestamp of last upload, this way 2 updates on one day can be seen
            as different. (ideally the client should notice a newer version by
            this value and give a visible clue)
size        download size of the addon excluding languages. Languages show
            this value separately.
length      number of scenarios, mainly for campaigns
difficulty  difficulties available as comma separated list
version_a   string with versions it should work with eg (a better tag name is to
            found)
            - 1.2.* all 1.2 versions
            - 1.2.3+ versions equal or newer as 1.2.3
            - 1.2.0 - 1.2.2 versions from (including) 1.2.0 to (including) 1.2.2
version_b   string with the version used for the upload to be able to block
            specific versions that are known not to work on client side or to at
            least be able to show a warning to the user
dependency  other content this addon depends on, comma separated list of names
            (This might allow the client to allow automatic downloads of
            dependencies)
status      The status is split in 3 parts
            - author status, the development status of the addon**
            - dev status, the status the devs give to the addon***
            - macroscope status, the status macroscope gives****

* type is one of the following
SP campaign
MP campaign
MP map(s)
era
faction
mod
theme (not yet possible, but might add support for it later)
other

** author status is one of the following
under construction      addon is still in its early stages and is incomplete
alpha                   addon is pretty much complete
beta                    addon is complete but needs more polishing/debugging
complete                addon is complete and hopes to get a star soon

*** dev status is one of the following
Unknow      default status
broken      the addon doesn't work as expected
buggy       the addon works almost as expected but has some bugs
works       the addon works as expected but uses deprecated WML
certified   the addon works and triggers no deprecated WML messages
            (I don't like the word certified, so a better name is welcomed)
star        same as certified but the devs enjoy to playing with this addon

**** Macroscope status
Macroscope is a tool which generates an automatic status, described in more
detail later, it has 2 possible statuses
broken      a red cross, the addon is broken due to unresolved references
not broken  a green V, the addon has no unresolved references (this does
            not mean the addon can't be broken in other ways.)

Server

On the server is some more info stored

email   email address of author mandatory so it's possible to notify about status
        changes

Translations

The goal is to separate translations from the addon so it's easier to allow translators and the author update independently. Also the author no longer needs to work with Wescamp the update is automatically send to Wescamp. (If the author wants that of course.)

Note the specifics about the Wescamp are not discussed here only the general changes. The specifics will be discussed when the time is there and probably on irc.

client side changes

In the client a user can select 0 or more languages (s)he's interested in, this is a general preference it's used at the client as a hint. No need to show 30 languages with their status if the user isn't interested in it. The untranslated addon is always downloaded directly so English speakers might not be in translations at all.

The client can show the following info about the translation

date        date of the last update
size        the size of the download
revision    revision number of the last update (Since the info is pulled from
            Wescamp the updater can use this info to test for changes. The
            client can use this info to determine whether the downloaded
            translation is the most recent version and notify the user if not.)
status      the percentage of strings translated. (Since fuzzy strings are
            shown in English the count as not translated.)

Upload

The pbl file will get a entry to tell whether an addon should or shouldn't be translated. If translated it will need the svn path to Wescamp for that addon. If marked for translation the addon is copied to Wescamp overwriting the stuff there. After the upload the version at Wescamp is directly updated.

This part will be updated in a later phase for now only the marking for translation is important, the other details will depend on the implementation.

Updating translations

The will be a cronjob on the addon server that will check all translations in Wescamp whether there's a newer revision as the last copied revision if so the newer revision will be copied to the addon server. (It's undetermined whether this will be a real cron job or a cron like facility in the addon server.)

wmllint

Esr wrote a tool, named wmllint, which can validate whether WML references are broken or not (it can do more but for the server only the broken references are used) Broken references are - calls to non-existing macros - references to non-existing images/sound/music files

Wmllint will run on the server, the problems with running on the clients are - Python is required - It's possible to upload broken content by modifying wmllint - it's required anyway due to new versions

Upload

On upload an addon is checked whether it has no broken references. If it's broken it's not allowed on the server, the output of wmllint is send back to the uploader so (s)he can see what the problems are.

After the upload is successful there will be a preprocessed file made which can be used by the dependent addons.

NOTE this means if addon B depends on macro A in addon A and A uploads a new version without macro A then addon B is broken. A can't be blamed that B uses some of it's stuff so the upload of A will not be blocked. This means the server needs to "remember" the reverse dependencies and test them after a new upload, so B gets marked broken.

New version

If a new version of Wesnoth is released a preprocessed file uploaded and all current available content is checked. The wmllint status is set in the addon, upon change of status the author is notified per email (if possible)

Since stable versions should be compatible this shouldn't change the status. For the development version it can be that a content gets broken.

Misc

Directory structure

At the moment there needs to be the following structure

$datadir/foo.cfg
$datadir/foo.pbl
$datadir/foo

with the changes in the directory parsing the following structure would also be possible and maybe should be used to make it easier to copy unpack etc stuff

$datadir/foo/_main
$datadir/foo/addon.pbl
$datadir/foo

Upload

At the moment it seems to be quite confusion for uploading to get things properly installed, maybe allow to browse to a directory and upload that. This directory then needs to have a file named addon.pbl. With the wmllint interface this also can allow to save things at a different location as the upload to avoid overwriting stuff.


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.

There should also be an option to add fog/shroud tiles to the map. See http://www.wesnoth.org/forum/viewtopic.php?p=192326#192326

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?

MP dialog

See UseMapSettings


Todo

Things 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? Done, might cleanup similair code the same way.
  • continue to work on the Python AI


Savegame format

It would be nice to have the format of the savegame and the data send by the MP server to be a bit more the same. The other idea is that the MP server holds a minimal part in a config object and the rest of the data is stored in a gzipped config. This gzipped config is seen as a blob and not unpacked by the server but simply forwarded to the clients. This is a rough draft used to discuss about on the FOSDEM.

The format will get the following sections

  • header basic info which is at the moment at the root of the file.
    • kind this key contains SP/MP value.
    • state this key is like the current key, but can also be start.
  • carry_over this section is only used in campaigns and contains the gold carry over info. This info is the same for all players.
  • dependencies 0 or more sections containing the id's of the dependencies. (Use sections since we might want to add more info later.)
  • summery this section isn't really needed for a savegame but it contains the info the addon server needs to know about (not sure what's needed.)
  • start_of_scenario section with all info regarding the start of scenario (a bit like replay_start atm).
    • player the player data stored from the previous scenario, always saved.
    • scenario this section always exists in MP but not in SP (in SP there's a key scenario_id) and contains the scenario data.
    • era this section contains the era data for MP, section doesn't exist in SP.
  • snapshot section wit the info about the current state of the game.
    • player current state of the players
    • scenario current state of the scenario
    • era current state of the are
  • statictics same as atm.
  • replay same as atm.

What to do with unit info? I want to remove some info from the unit like movement cost, defence stats, animations etc. Should this info be saved or not?

BTW it might be a nice project to have a something like a DOM viewer but then for WML.

See also SavefileWML

This page was last edited on 24 April 2008, at 17:26.