Feature - Release Preparation and tutorial mission #83
Conversation
New naming convention is as follows: `OC<Domain><Type>` e.g. `OCMenuButton`
Make TerrainData save to json and optimize LOS calculations to O(k)
Add rudimentary drawing to scenario editor
adds trigger api to set a global var that can then be accessed by other triggers.
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Things to improve on and my thoughts:
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Campaign saves and all UI elements related to it are only placeholder until #28 is created.
Could you provide a visual for this? I don't have this at all locally.
Agreed for release, but in debugging a window is easier to work with. In the game debug window it is possible however to select a option to make the game screen resize to fit debug window (so if you maximize the debug window you can get close to fullscreen).
Attacks are auto initiated once a enemy unit is seen and within range. But I'll make it more clear in the tutorial 👍. There is supposed to be an ambush initiated (this won't work fully until we have the AI controller). So for now you'll need to move ALPHA to grid |
- Fixed crash caused when dropping a unit back into the recruitable pool
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from my side everything looks fine, but I'll let Tobias also do a review |
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found a bug with the documents ont the left side in brief room. if you double click them you can put them back and they stop you from interacting with any other items. |
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I have found out how to release the documents lol, thougth you had to right click them but you right click the table |
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I forgot to add, when failing a command it sends a tts message and my old voicemessage at the same time |
This is something that would need to be revisited in a different task. I fear a rewrite of map renderer would be needed.
This is a good idea, but for this task it's out of scope.
This has yet to be implemented. It should be apart of the polish tasks and thus is out of scope of this task.
Drawn lines is just to help the player visualize their own plan. the simulation is not affected by them at all. In the finished game since you can't see your units on the map and you will have to use the unit counters, having a aid to visualize troop movement would be useful. and that is the purpose the drawing serves.
Noted. I'll push a fix asap. |
When merged this pull request will:
src/campaignsdirectorytutorial_dialog()API method that can point at UI elements by name/pathhas_drawn(),get_drawing_count()has_created_counter(),get_counter_count()is_unit_in_combat()get_unit_position(),get_unit_grid()is_unit_destroyed(),get_unit_strength()has_built_bridge(),get_bridges_built()has_called_artillery(),get_artillery_calls()sleep(),sleep_ui()vec2(),vec3(),color(),rect2()run_onceparameter for one-time triggersDebugMenu(CTRL + F3)Tutorial Mission Objectives
Lane 1: Perform Radio CheckLane 1: Place unit markersLane 1: Draw movement planLane 1: Start timerLane 2: Move to objectiveLane 2: Practice CombatLane 3: Build BridgeLane 3: Call for smoke barrageLane 3: Move across bridgeIssue ticket number and link
Checklist before requesting a review