bugFreeciv - Bugs: bug #16905, Goto and do XXX for caravans

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bug #16905: Goto and do XXX for caravans

Submitted by:  Goswin von Brederlow <mrvn>
Submitted on:  Wed 20 Oct 2010 02:37:14 PM UTC  
Category: generalSeverity: 1 - Wish
Priority: 1 - LaterStatus: None
Assigned to: Sveinung Kvilhaugsvik <sveinung>Open/Closed: Open
Release: Operating System: None
Planned Release: 3.0.0Contains string changes: None

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Wed 20 Jan 2016 08:51:24 PM UTC, comment #11:

> Does sveinung have a comment about this in relation to his orders system rework?

The protocol support is here.

The Freeciv 3.0 Qt-client has a "Go to and..." menu entry. It has the user select the action before clicking on the map. No checks for action legality are performed. This allows the player to order an action that will become legal before the unit reaches the target tile. (Example: join the city will be built at the target tile during next turn)

The UI suggested in comment #3 would need some extra client side work.

Sveinung Kvilhaugsvik <sveinung>
Project MemberIn charge of this item.
Wed 20 Jan 2016 06:25:26 PM UTC, comment #10:

Does sveinung have a comment about this in relation to his orders system rework?

Marko Lindqvist <cazfi>
Project Administrator
Thu 21 Feb 2013 11:29:35 AM UTC, comment #9:

I think there is nothing wrong with a pop-up there. Creating a goto-and-do-XXX sequence is a modal thing and you have to finish that goto sequence before doing anything else. So the pop-ups will not hinder the work flow any more.

The pop-up should give a list of possible commands and have keyboard shortcuts. But since it will only list limited sets of combinations there is far less of a problem of exhausting available keys. The pop-up can (optionally) also be out of the way, display it on the left side of the client in the empty space below the unit list or something. It doesn't have to block the main map.

As Bernd suggests this would use a "order list mode". You press "G" to get into order list mode. Then you can select tiles to goto, select an activity via keyboard shortcut, the menu or the "pop-up" on the side. "i" would irrigate the current tile, "I" would go into connect with irrigation mode and a click would set destination. "return" or clicking done would finialize the sequenze and go back into normal mode.

Now for extra special bonus when setting a goto sequence have the client display other units and tiles in the state the will be by the time the goto sequence reaches the current end. So if one unit has a goto to the right and you start a sequenze for a second unit to move 2 fields (turns) to the left then the first will be shown having moved 2 turns along its goto already. This would make it easier to coordinate actions with multiple units have a goto sequence.

Mrvn (sorry, haven't requested new password yet)

Mon 18 Feb 2013 09:58:28 PM UTC, comment #8:

> How about avoiding yet more focus-stealing popups, [...]

Did you see patch #3713?

Anyway, I think popups still have a place (for new users or those who don't want to remember the keys), and would like for them to no longer be focus-stealing. See patch #3711 for some muttering about that.

Jacob Nevins <jtn>
Project Administrator
Mon 18 Feb 2013 02:28:33 PM UTC, comment #7:

For the UI:

How about avoiding yet more focus-stealing popups, or at least making that behaviour optional? Here's my strawman proposal that would also transfer to telling Engineers to irrigate here, then go there and build a road.

With Engineer active, press some key to activate an order list mode, or get into that mode with the various connect-with keystrokes. Then move the mouse to wherever something should happen (and a goto line appears), press the activity key or just ',' to set a waypoint, to start again at the goto-line mode. Finish with Enter.

Goto-and-establish-trade-route would be: G, hover on city, r, Enter.

Bernd Jendrissek <berndj>
Sun 17 Feb 2013 11:11:07 AM UTC, comment #6:

Well, yes, but we end up with enormous unwieldy menus and run out of unique keystrokes pretty quickly by doing that; I'm looking for a solution that can be keyboard-driven without requiring a unique keystroke for every combination.

(Obviously this assumes the popup can be keyboard-driven. If it can't currently, it should be.)

Although... I've had another idea for goto-and-do-XXX without popups, which would also apply to caravan actions. See patch #3713.

Jacob Nevins <jtn>
Project Administrator
Sun 17 Feb 2013 10:44:01 AM UTC, comment #5:

It could also looks like menu items like "Go to and Establish trade route" using unit orders. We already have a menu item named "Go to and Build city"...

pepeto <pepeto>
Project Member
Sun 17 Feb 2013 10:39:48 AM UTC, comment #4:

> unifying caravan actions (and maybe also diplomat actions?) with
> the vocabulary used by unit orders

In fact I see "enum unit_orders" already has ORDER_BUILD_WONDER and ORDER_TRADE_ROUTE. So caravans are sorted (but diplomats are not -- I'm not sure how often you plan diplomat moves that far in advance anyway).

Jacob Nevins <jtn>
Project Administrator
Sun 17 Feb 2013 10:31:17 AM UTC, comment #3:

What should the UI look like here? (I haven't looked at warclient.)

One option: you do a normal path goto (G), only after you finalise it by clicking on the destination tile, if it's a place you can do an action, it pops up something looking like the normal caravan popup (only with "Your Caravan Has Arrived" text changed, obviously). When you choose an action, then the orders are committed (you can tell when this happens because the goto line doesn't disappear until after you dismiss the popup). To get the previous behaviour, choose "Keep Moving".

Once the UI is decided, this is presumably mostly a case of unifying caravan actions (and maybe also diplomat actions?) with the vocabulary used by unit orders.
I think the client must already have more or less enough smarts to know what actions are possible at a given proposed destination tile without reference to the server?

(If we ever expose more of the power of unit orders, e.g. goto-and-sentry, goto-and-fortify, I guess that might be combined with this UI.)

Jacob Nevins <jtn>
Project Administrator
Tue 16 Nov 2010 11:19:32 AM UTC, comment #2:

Too much work for 2.3.0.

pepeto <pepeto>
Project Member
Wed 20 Oct 2010 03:19:07 PM UTC, comment #1:

Warclient has a feature for this (default caravan arrival). However, I think we can do better with the current implementation of the unit orders.

pepeto <pepeto>
Project Member
Wed 20 Oct 2010 02:37:14 PM UTC, original submission:

It would be nice to have a goto and do

- help build wonders
- enter marketplace
- establish trade route
- keep moving

for caravans. When one has multiple caravans moving around it can be hard to know what to do with a popup.

Goswin von Brederlow <mrvn>


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Carbon-Copy List
  • -unavailable- added by sveinung (Posted a comment)
  • -unavailable- added by cazfi (Posted a comment)
  • -unavailable- added by berndj (Posted a comment)
  • -unavailable- added by jtn (Posted a comment)
  • -unavailable- added by pepeto (Posted a comment)
  • -unavailable- added by mrvn (Submitted the item)

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    Follow 9 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Fri 08 Apr 2016 12:03:54 PM UTCcazfiAssigned toNone=>sveinung
      Planned Release=>3.0.0
    Tue 16 Nov 2010 11:43:26 AM UTCpepetoDependencies-=>Depends on patch #2206
    Tue 16 Nov 2010 11:20:23 AM UTCpepetoSeverity3 - Normal=>1 - Wish
      Priority5 - Normal=>1 - Later
    Tue 16 Nov 2010 11:19:32 AM UTCpepetoAssigned topepeto=>None
      Planned Release2.3.0=>
    Wed 03 Nov 2010 10:26:34 PM UTCpepetoAssigned toNone=>pepeto
      Planned Release=>2.3.0
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