bugFreeciv - Bugs: bug #21347, Ability to not save resources not...

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bug #21347: Ability to not save resources not exposed to scenario editor

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Sat 14 Dec 2013 01:27:03 PM UTC  
Category: editorSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: Any
Planned Release: 2.6.0, 3.0.0Contains string changes: None

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Sun 01 May 2016 07:38:14 AM UTC, comment #1:

My current WIP patch for TRUNK attached, but as long as bug #24627 is there, it's quite useless.

(file #27244)

Marko Lindqvist <cazfi>
Project Administrator
Sat 14 Dec 2013 01:27:03 PM UTC, original submission:

For scenarios, the savefile format has the ability to specify that no resources be saved in the scenario, so that resources will be generated randomly when the scenario is loaded for play, according to settings chosen in pregame.

(This is controlled by the "specials" capability in the savefile, which becomes the server's "have_resources" variable -- in fact these have controlled whether more stuff is saved at various times, see bug #21346 for confusion, which will need sorting out first.)

  • There's an additional wrinkle: if the savegame doesn't have the "specials" capability but does have "rivers_overlay", then just river specials are saved (in older versions; gen_roads makes this moot in newer versions).

However, there's no way for people editing scenarios with the built-in map editor to access this functionality, though -- it's currently necessary to hack savefiles by hand, I think. (Maybe the old, separate editor could use these?)

The only way to load a scenario for editing is to start a game with it (which will generate resources and set have_resources). If you go into edit mode and do "save scenario", those resources will be saved in the game and new resources will not be generated when the resulting scenario is loaded for play.

Existing scenarios with this property (search as earth-80x50-v3, which has "rivers_overlay" instead of "specials") thus can't be edited without losing this property.

The obvious place to expose this in the UI is as a flag alongside "Save players" in game/scenario properties. Implementation issues:

  • What should be the UI if a player does "save scenario" with this flag set but resources present on the map? The obvious one is to pop up a "clear resources or unset flag" choice, but the client/server interaction makes this hard. Unlike players, I'm uncomfortable with quietly discarding stuff in the savefile but leaving it visible in the editor -- too easy to lose work.
  • We'll need to squirrel away the 'have_resources' value from game load so that it can be reinstated on scenario save, because currently you can only edit having gone through a game-start transition, which will set the real have_resources flag.

Could in principle expose 'have_rivers_overlay', but if we only get round to this in S2_5 or later (as seems likely) then I think the issue goes away (and so should rivers_overlay, probably).

May as well expose 'have_huts' at the same time (once the confusion of bug #21345 is sorted out).

Jacob Nevins <jtn>
Project Administrator


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Attach File(s):

Attached Files
file #27244:  EditorHaveResources.patch added by cazfi (16kB - text/plain-diff)


   bug dependencies.

   task dependencies.


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  • -unavailable- added by cazfi (Updated the item)
  • -unavailable- added by jtn (Submitted the item)

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    Follow 5 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sun 01 May 2016 07:38:14 AM UTCcazfiAttached File-=>Added EditorHaveResources.patch, #27244
    Sun 01 May 2016 07:37:08 AM UTCcazfiDependencies-=>Depends on bugs #24627
    Mon 07 Sep 2015 03:43:15 AM UTCcazfiCategoryNone=>editor
      Planned Release=>2.6.0, 3.0.0
    Sat 14 Dec 2013 01:27:15 PM UTCjtnDependencies-=>Depends on bugs #21346
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