Comment 23 for bug 977980

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SirVer (sirver) wrote :

In an ideal Widelands world, resources would live on triangles. That would make it much easier to understand where they can/cannot be. Also for the fisher, the triangles are always reachable. This is a bigger change though and would impact more in the engine - I do not think that it is infeasible to do it though.

Given that we stick with the current solution of resources on a node, I consider it suboptimal to distinguish individual resources like water/fish/mountain resources inside the engine - it meddles engine and data.

I also do not understand the reason and would like to hear some arguments for that. Does it really impact the game so much if fish and mountain need a different number of adjacent triangles?

I think #19 brings a very good argument why 1 triangle must be used for fish. I suggest using 1 triangle for everything (like Janosch did it already) and see if that 'feels weird' and only then make the rules more complex.

Or, you know, we could move the resources onto the triangles.... that be cool :)