making display of the X on an exhausted mine consistent

Bug #1525655 reported by king of nowhere
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Undecided
Unassigned

Bug Description

When a mine is depleted, it will give a message, and it will display an X above it. That is good. however, sometimes you don't want to dismantle/upgrade it immediately. maybe you don't have any other source of that metal, so you keep the mine for that 5%. Maybe you want to keep the mine for future upgrade, but you don't want to upgrade it right now. Whatever the reason, the mine stays.

The problem is, after a while the X disappears. So after a while, when you don't have a reason anymore to keep it, you don't know anymore which mines are still good and which are depleted. The X should stay all the time once a mine has no resources left.

Tags: ui
Revision history for this message
GunChleoc (gunchleoc) wrote :

I haven't confirmed that this is what happens, but I agree that the X should stay.

tags: added: ui
Changed in widelands:
status: New → Confirmed
Revision history for this message
king of nowhere (lainluigi86) wrote :

I believe I am probably the greatest expert on depleted mines around: https://wl.widelands.org/maps/no-metal-challenge/
I haven't figured out exactly when and why it display the X, but I can testify for having had over 100 exhausted mines over a 20-hour game that only some of them have the X

Revision history for this message
SirVer (sirver) wrote :

the problem here is that a building can only have one animation. The X is an animation, like working or idle. It is therefore only displayed when the mine tries to do it's work.

The change necessary here is to make the X a sort of 'add on' animation, that must always be drawn, not matter what the underlying animation is. this could probably be represented by replacing the singular animation of a map object through a stack of animations on which an animation can be pushed or popped.

Revision history for this message
GunChleoc (gunchleoc) wrote :

So, looks like a fix won't be trivial.

In the meantime, you could use the building statistics window so step through them, with low productivity set to 5% or any other appropriate low value.

Revision history for this message
king of nowhere (lainluigi86) wrote :

ah well, i was hoping it would be an easy fix, but if it is a building animation, i can see how it would be difficult to change it.

Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: Confirmed → Won't Fix
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