Currently the <Heal> node in the healer templates has two poorly named nodes: <HP> and <Rate>. This patch renames those to <Health> and <Interval>, respectively.
<HP> is undesirable, because everywhere else health is referred to as health.
<Rate> is confusing (cf. D2840), since it's actually not a rate, but a time.
Details
- Reviewers
bb - Commits
- rP23863: Heal HP → Health, Rate → Interval
Check for mistakes and omissions. Effectively everything should work exactly the same as before.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Lint
Automatic diff as part of commit; lint not applicable. - Unit
Automatic diff as part of commit; unit tests not applicable.
Event Timeline
Build failure - The Moirai have given mortals hearts that can endure.
Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2545/display/redirect
Build failure - The Moirai have given mortals hearts that can endure.
Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2546/display/redirect
Shouldn't we use Hitpoints instead of Health?
And if you wish consistancy with the attack component you would get repeatTime instead of interval
binaries/data/mods/public/simulation/data/technologies/heal_rate.json | ||
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8 ↗ | (On Diff #12483) | Should this change too? |
binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json | ||
8 ↗ | (On Diff #12483) | same |
Shouldn't we use Hitpoints instead of Health?
No, 0 A.D. use “Health” (almost) everywhere else. HP, health points, hit points, and vitality are terminology from other games. Also, I believe Health is the most generic: https://en.wikipedia.org/wiki/Health_(game_terminology) Furthermore, we don't use “Armour Points”, “Attack Points”, “Damage Points”, or “Resource Points” either.
And if you wish consistancy with the attack component you would get repeatTime instead of interval
I actually considered that initially, but decided against, because the <Heal> component does not have a <PrepareTime> either. <Interval> is used by e.g. <ResourceTrickle>. Interval is also more precise, I like proper language. However, if you think <RepeatTime> is intrinsically better, I suppose I could change it.
binaries/data/mods/public/gui/common/tooltips.js | ||
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189–198 ↗ | (On Diff #12483) | As you can see the attack tooltips actually use “interval”. |
397–398 ↗ | (On Diff #12483) | Also here. |
binaries/data/mods/public/simulation/data/technologies/heal_rate.json | ||
8 ↗ | (On Diff #12483) | "description" is for historical background information, "tooltip" (below) for the actual modifications. The former is rather free flavour text, the latter should adhere to the style guide. |
8 ↗ | (On Diff #12483) | This description does not say anything meaningful and thus ought to be replaced, yes, though not because of this patch. |
binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json | ||
8 ↗ | (On Diff #12483) | Idem. |
binaries/data/mods/public/simulation/components/Heal.js | ||
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17 ↗ | (On Diff #12483) | adding some free periods |
Thank you! This should make things less confusing for players and translaters alike.
And if you wish consistancy with the attack component you would get repeatTime instead of interval
I suppose one could consider replacing <RepeatTime> with <Interval> in the <Attack> node too. However, the current name is clear enough and works, so that would probably too much hassle for no real gain.