Need for a new "is" value for shallow water

Bug #1505345 reported by kaputtnik on 2015-10-12
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Wishlist
GunChleoc

Bug Description

While working on water-like terrains which are impassable for ships (bug 951554) but should be passable for the widelands residents (see https://wl.widelands.org/forum/post/14881/ ) there is a need for a new "is" value. This is because we have "dry" which means impassable by boats, not arable, but passable by roads so it fits likely. But if we use "dry" critters could walk on them too and this looks very disturbing.

The new value, f.e. "shallow", should have following properties:
1. impassable for ships
2. impassable for onshore critters
3. passable for widelands residents (see below)
4. not arable
5. valid resources: fish

For the third property we also should implement a new type of road: footbridge. Otherwise we will have muddy roads over shallow water... i worked already on such a road image, but its not completed yet.

See also: bug 951554 (impassable water)

kaputtnik (franku) on 2015-10-12
Changed in widelands:
importance: Undecided → Wishlist
GunChleoc (gunchleoc) on 2015-10-13
Changed in widelands:
status: New → Confirmed
kaputtnik (franku) wrote :

In the world/terrains/init.lua all terrains types are defined. Here we have the values "valid_resources" and "is". Some (or all?) valid resources are related to the is value. F.e.

"valid_resource" = "fish" AND "is" = "impassable"

could be defined, but the value for "valid_resource" take no effect.

Maybe it would be a good thing to make the "valid_resources" values independent form the "is" value. So the "is" value has only effects on buildability and walkability (which are really related to each other, f.e. a arable terrain has to be walkable, and water couldn't be walkable but navigable).

If this a good idea, may the "is" value should be renamed to "accessibility" or something more descriptive.

GunChleoc (gunchleoc) wrote :

I have started a branch and will look into this :)

Changed in widelands:
status: Confirmed → In Progress
kaputtnik (franku) wrote :

Fine :-)

I tried to find the code which make those relations (no fish on impassable terrains) but i failed :-( I should keep off my fingers on C++ :-D

Thanks.

GunChleoc (gunchleoc) on 2016-09-19
Changed in widelands:
assignee: nobody → GunChleoc (gunchleoc)
milestone: none → build20-rc1
kaputtnik (franku) on 2016-09-28
description: updated
kaputtnik (franku) wrote :

I think my comment in #1was wrong and was caused because the default_resource_amount couldn't be evaluated in the editor. When playtesting a fisher finds fish.

I am in favor to propose the branch for merging. Having a water like barrier for ships is a good thing i believe and implementing the new is-value could also be done later on :)

GunChleoc (gunchleoc) wrote :

I'm wondering what will happen though when people start using it in maps and the terrain behaviour changes later on. Will it break the design of those maps?

kaputtnik (franku) wrote :

Yes, you are right, if this kind of terrain get suddenly walkable, it may break older maps. Didn't thought about that...

GunChleoc (gunchleoc) on 2018-04-19
Changed in widelands:
milestone: build20-rc1 → build21-rc1
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: In Progress → Won't Fix
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