Opened 13 years ago
Closed 13 years ago
#865 closed enhancement (fixed)
Stances
Reported by: | Badmadblacksad | Owned by: | |
---|---|---|---|
Priority: | Must Have | Milestone: | Alpha 6 |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description
I tried to implement stances recently. I give up for a few days as I've got boring school work to do..
I tried to match those requirements : http://www.wildfiregames.com/forum/index.php?showtopic=13725
so, I just attach a patch. If you have time, and a better way to do theses things, please comment.
Attachments (2)
Change History (14)
by , 13 years ago
Attachment: | diffStances-29-05-2011.patch added |
---|
comment:1 by , 13 years ago
Type: | defect → enhancement |
---|
comment:2 by , 13 years ago
Milestone: | Backlog → Alpha 6 |
---|---|
Priority: | Should Have → Must Have |
comment:3 by , 13 years ago
I think I will stick to the current design, i.e. having only one rangeQuery per unit. We can still change that later if we need.
comment:4 by , 13 years ago
Keywords: | review patch added |
---|---|
Summary: | Stances → [PATCH] Stances |
comment:6 by , 13 years ago
I discovered an issue in UnitAI: sometimes units don't detect any enemy in their LOS. Don't know why now. That's was just to tell this is not a feature..
comment:7 by , 13 years ago
Keywords: | review patch removed |
---|---|
Summary: | [PATCH] Stances → Stances |
comment:9 by , 13 years ago
comment:10 by , 13 years ago
Made some minor changes like:
- Instead of
ModifyRangeActiveQuery
, it just callsSetupRangeQuery
to reset the query when the range changes - I think it's less confusing to keep range queries immutable, and to stick with a single function that updates the query. - Instead of
StanceSpecificQuery
explicitly checking for targets after stance changes, it relies on theLosRangeUpdate
inIDLE
to trigger target-detection, to hopefully simplify the logic a bit. UnitMotion
now follows units only while they're visible; if they disappear in FoW then it stops updating the target, and just continues on to the last known location, so scripts don't need to check the FoW visibility themselves (except when first issuing move commands - it's the caller's responsibility in that case).- Changed some names (I prefer it when function names start with verbs, e.g.
IsStanceSelected
notStanceSelected
), and rearranged some logic and updated comments etc a bit.
(I've tried to test this and it seems to still work, but I haven't tested it entirely thoroughly so I'm not entirely confident in that.)
I'm not sure what exactly is left to be done, though the GUI buttons definitely need moving into the right place (wherever that is).
comment:11 by , 13 years ago
Owner: | removed |
---|
comment:12 by , 13 years ago
Resolution: | → fixed |
---|---|
Status: | new → closed |
Done for the most part. There are some reported issues/weirdness with stances, but new tickets should be made for them.