Opened 6 years ago

Last modified 6 years ago

#4866 new task

Todo list for rmgen wallgen

Reported by: s0600204 Owned by:
Priority: If Time Permits Milestone: Backlog
Component: Maps Keywords:
Cc: Patch:

Description

(The following is a collection of lists of todos stripped out the rmgen wallgen script, moved here as suggested by elexis)

(Some points might need reconsidering or crossing off.)

(Related: D900, #2944)

General

  • [ ] Check if all wall placement methods work with wall elements with entity === undefined (some still might raise errors in that case)
  • [ ] Rename wall elements to fit the entity names so that entity = "structures/" + "civ + "_" + wallElement.type in the common case (as far as possible)
  • [ ] Perhaps add Roman army camp to style palisades and add upgraded/balanced default palisade fortress types matching civ default fortresses strength
  • [ ] Perhaps add further wall elements cornerInHalf, cornerOutHalf (bending PI/4) and adjust default fortress types to better fit in the octagonal territory of a civil center
  • [ ] Adjust argument order to be always the same:
    • Thus:
      • Coordinates (center/start/target)
      • Wall element arguments (wall/wallPart/fortressType/cornerElement)
      • playerId (optional, default is 0/gaia)
      • wallStyle (optional, default is the players civ/"palisades for gaia")
      • angle/orientation (optional, default is 0)
      • other (all optional) arguments especially those hard to define (wallPartsAssortment, maybe make an own function for it)
    • Some arguments don't clearly match to this concept:
      • endWithFirst (wall or other)
      • skipFirstWall (wall or other)
      • gateOccurence (wall or other)
      • numCorners (wall or other)
      • skipFirstWall (wall or other)
      • maxAngle (angle or other)
      • maxBendOff (angle or other, unused ATM)
      • irregularity
      • maxTrys
  • [ ] Adjust documentation
  • [ ] ? Use available civ-type wall elements rather than palisades: Remove "endLeft" and "endRight" as default wall elements and adjust default palisade fortress types?
  • [ ] ? Remove "endRight", "endLeft" and adjust generic fortress types palisades?
  • [ ] ? Think of something to enable splitting walls into two walls so more complex walls can be built and roads can have branches/crossroads?
  • [ ] ? Re-adjust placement angle for wall elements with bending when used in linear/circular walls by their bending?

placeCircularWall

  • [ ] Perhaps add eccentricity
  • [ ] Check if maxBendOff parameter works in all cases
  • [ ] Perhaps add functionality for spirals

placePolygonalWall

  • [ ] Replace skipFirstWall with firstWallPart to enable gate/defended entrance placement
  • [ ] Check some arguments
  • [ ] Add eccentricity and perhaps make it just call placeIrregularPolygonalWall with irregularity = 0

placeIrregularPolygonalWall

  • [ ] Replace skipFirstWall with firstWallPart to enable gate/defended entrance placement
  • [ ] Check some arguments
  • [ ] Perhaps add eccentricity

Change History (1)

in reply to:  description comment:1 by leper, 6 years ago

  • [ ] Rename wall elements to fit the entity names so that entity = "structures/" + "civ + "_" + wallElement.type in the common case (as far as possible)

While there you should rename that to template or templateName.

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