Page MenuHomeWildfire Games

Move six actors to correct location
Needs ReviewPublic

Authored by Nescio on Jul 6 2019, 4:24 PM.

Details

Reviewers
None
Group Reviewers
Restricted Owners Package(Owns No Changed Paths)
Summary

This patch moves six structure actors (they're structures, not special):

  • Ishtar gate from special/ to structures/babylonians/*
  • pyramid from special/ to structures/egyptians/
  • minor pyramid from special/ to structures/egyptians/
  • stoa from special/ to structures/hellenes/
  • great stoa from special/ to structures/hellenes/
  • Babylonian tower from structures/persians/ to structures/babylonians/

and updates the simulation templates that use them accordingly. Also remove the Persian civ and name from the (unbuildable) Babylonian tower.

Yes, this creates two new structures/ folders with just two templates each; however, that's not unprecedented: mercenaries/ contains three files, thebans/ and viking/ one each.

Test Plan

Check nothing is overlooked.

Diff Detail

Repository
rP 0 A.D. Public Repository
Branch
/ps/trunk
Lint
Lint OK
Unit
No Unit Test Coverage
Build Status
Buildable 8222
Build 13403: Vulcan BuildJenkins
Build 13402: arc lint + arc unit

Event Timeline

Nescio created this revision.Jul 6 2019, 4:24 PM
Owners added a subscriber: Restricted Owners Package.Jul 6 2019, 4:24 PM
Vulcan added a comment.Jul 6 2019, 4:26 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/differential/1927/display/redirect

Stan added subscribers: LordGood, Stan.EditedAug 20 2019, 12:00 PM

From @LordGood

[...] pyramids and Babylonian towers should stay in their respective naming categories, else they will interfere with the same naming conventions as Bronze Age mods. Pyramids are also ruin resources, not structural.

Thanks, I didn't see that comment.
However, they don't actually conflict with the Aristeia Bronze Age mod, see: https://github.com/0ADMods/aristeia/tree/master/art/actors/structures
Also, other ruin templates have

<VisualActor>
  <Actor>props/special/eyecandy/*.xml</Actor>
</VisualActor>

not

<VisualActor>
  <Actor>special/*.xml</Actor>
</VisualActor>
Stan added a comment.Aug 20 2019, 12:55 PM
In D2050#91460, @Nescio wrote:

Thanks, I didn't see that comment.
However, they don't actually conflict with the Aristeia Bronze Age mod, see: https://github.com/0ADMods/aristeia/tree/master/art/actors/structures

Not yet but babylonian are planned IIRC.

Also, other ruin templates have

<VisualActor>
  <Actor>props/special/eyecandy/*.xml</Actor>
</VisualActor>

not

<VisualActor>
  <Actor>special/*.xml</Actor>
</VisualActor>

Yeah but other objects are not actual buildings, are they ?

Not yet but babylonian are planned IIRC.

Even if a mod would have files with exactly the same path and name as the public folder, there still wouldn't be a file conflict, because files from the mod loaded last overrules them.
Out of curiosity, why was the Babylonian tower added to 0ad? And why is it in the Persians folder? They already have their own towers. Besides, the baby_defense_tower.xml template isn't used anywhere (neither in maps nor in the simulation folder).

Yeah but other objects are not actual buildings, are they ?

It's probably a mood point where to draw the line (statues, columns, pyramid, unfinished temple on one hand and monument, pillar, arch, finished temple on the other).
If you consider pyramids buildings, though, shouldn't they be under structures then?

Anyway, which parts of this patch should I revert, which ones change, and which ones keep?

Stan added a comment.Aug 20 2019, 1:34 PM
In D2050#91486, @Nescio wrote:

Even if a mod would have files with exactly the same path and name as the public folder, there still wouldn't be a file conflict, because files from the mod loaded last overrules them.

That's right, he'll probably explain his thoughts better than me though.

Out of curiosity, why was the Babylonian tower added to 0ad? And why is it in the Persians folder? They already have their own towers. Besides, the baby_defense_tower.xml template isn't used anywhere (neither in maps nor in the simulation folder).

That's also a question I will let him answer :)

It's probably a mood point where to draw the line (statues, columns, pyramid, unfinished temple on one hand and monument, pillar, arch, finished temple on the other).
If you consider pyramids buildings, though, shouldn't they be under structures then?
Anyway, which parts of this patch should I revert, which ones change, and which ones keep?

I have no strong feeling here, so I'll let the others decide :)

Thanks for your replies, let's wait for @LordGood then!