patchFreeciv - Patches: patch #5006, Suppress "Can build mines on...

 
 
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patch #5006: Suppress "Can build mines on tiles" etc in help based on Mining_Possible, etc

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Fri 01 Aug 2014 11:52:30 AM UTC  
 
Category: docsPriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: 2.5.0, 2.6.0

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Sun 03 Aug 2014 12:06:41 AM UTC, comment #3:

I've no immediate plans to work on this; feel free to take it.

> I'd really rather do this without introducing nreqs anywhere

When I say "nreqs" I'm being lazy; really I mean present=FALSE requirements for trunk.

Jacob Nevins <jtn>
Project Administrator
Sat 02 Aug 2014 12:10:02 AM UTC, comment #2:

> Removing fallout/pollution probably needs more effort (this
> doesn't have a requirements_vector).


Yes it has; "rmreqs"

Marko Lindqvist <cazfi>
Project Administrator
Sat 02 Aug 2014 12:08:06 AM UTC, comment #1:

For trunk, using requirement_fulfilled_by_unit() and extension of the relevant requirements vectors can address irrigation, mining, farmland, and road/rail (can this unit mine? If so, can it produce any of the EC_MINE extras?, etc.). Removing fallout/pollution probably needs more effort (this doesn't have a requirements_vector).

I have some ideas of the shape of a solution for S2_5, but nothing firm yet (I'm not yet convinced we want to backport universal_fulfills_requirement(), although that's an easy way to solve the problem).

I'd really rather do this without introducing nreqs anywhere (more nreqs in 2.5 means more unlearning ruleset authors need for 2.6, and introducing new nreqs in 2.6 when we still haven't finished cleaning up from having removed the effects nreqs seems like asking for trouble).

I'm busy for the next few days, but would be happy to take this ticket afterwards, if nobody else has already, since I've recently been working on both helpdata and requirements parsing.

Emmet Hikory <persia>
Project Member
Fri 01 Aug 2014 11:52:30 AM UTC, original submission:

Currently, units with the "settlers" flag get a load of hardcoded help of the form "Can build mines/irrigation on tiles", " etc, regardless of whether this is actually possible in practice.

Now that rulesets have fine control over much of this stuff via effects like Mining_Possible, this can be inappropriate:

  • A ruleset could disallow any kind of e.g. mining globally, but the help would still claim it's possible.
  • Certain units can be restricted from activities (as proposed for civ2civ3 Transports under bug #22417).

The help system could check to see if a given unit type can ever perform the requested action. It won't be perfect but looking for simple things like nreqs for unit properties, or global effect values (maybe similar to bug #20521?) will give ruleset authors the tools they need to suppress this text.

There's also text "Can build roads and railroads", which is problematic now we have gen-roads. This falls into the same category as bases for which there's already a FIXME comment (maybe the above approaches will make this fixable?)

(Not sure how applicable this will be to trunk with generalised extras; maybe a different approach is needed there.)

Jacob Nevins <jtn>
Project Administrator

 

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  • -unavailable- added by cazfi (Posted a comment)
  • -unavailable- added by persia (Posted a comment)
  • -unavailable- added by jtn (Submitted the item)
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