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binaries/data/mods/public/simulation/templates/special/filter/resource.xml
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||||
<Entity filtered=""> | <Entity filtered=""> | ||||
<AIProxy merge=""/> | <AIProxy merge=""/> | ||||
<Footprint merge=""/> | <Footprint merge=""/> | ||||
<Health disable=""/> | |||||
elexis: (I still didn't review this line) | |||||
Done Inline ActionsAnything I can do to help you ? Still seems like the saner choice to me. Stan: Anything I can do to help you ? Still seems like the saner choice to me. | |||||
<Identity merge=""/> | <Identity merge=""/> | ||||
<Minimap merge=""/> | <Minimap merge=""/> | ||||
<!-- When dying, resources lose the unitMotion component, this causes them to have no clearance. | <!-- When dying, resources lose the unitMotion component, this causes them to have no clearance. | ||||
Since unit obstructions no longer have a radius, this makes them unreachable in some cases (see #3530). | Since unit obstructions no longer have a radius, this makes them unreachable in some cases (see #3530). | ||||
Instead, create a static, unblocking (see #3530 for why) static obstruction. | Instead, create a static, unblocking (see #3530 for why) static obstruction. | ||||
TODO: this should probably be generalized as a parameter on entity death or something. | TODO: this should probably be generalized as a parameter on entity death or something. | ||||
--> | --> | ||||
<Obstruction replace=""> | <Obstruction replace=""> | ||||
Done Inline ActionsIs this even allowed? If it is, then it still would make milking cows, or wool from sheep or whatever impossible in the future. lyv: Is this even allowed? If it is, then it still would make milking cows, or wool from sheep or… | |||||
Done Inline Actionsmaybe killbeforegather and stay alive resources should have separate filters. anyway I think in current state it would be imposible to set sheep as to give wool while alive and meet when dead as there is strictly said if it has to be killed or not. Silier: maybe killbeforegather and stay alive resources should have separate filters. anyway I think in… | |||||
Done Inline Actions
Trees have no health component
Why not ? Just don't set the kill before gather flag, no ? Stan: > Is it even allowed ?
Trees have no health component
> Milking...
Why not ? Just don't set the… | |||||
Done Inline ActionsChopping a chunk of a live animal is considered cruel. Unlike just milking it. lyv: Chopping a chunk of a live animal is considered cruel. Unlike just milking it.
It was meant to… | |||||
Done Inline Actions
Depends whom you ask :)
One could also just add a template with a less restrictive filter, if he goes through the trouble. Stan: > Chopping a chunk of a live animal is considered cruel. Unlike just milking it.
Depends whom… | |||||
Done Inline Actions(The question is whether disabling Health is something that is universally true because it is a design constraint of some component, or whether it is a gameplay/balancing choice. If it's the latter, then one could check whether one can do it differently with less restrictions for modders / future 0ad values.) elexis: (The question is whether disabling Health is something that is universally true because it is a… | |||||
Done Inline ActionsWell currently all resources save for field and animals are not alive. Stan: Well currently all resources save for field and animals are not alive. | |||||
Done Inline ActionsWhy is this change here? elexis: Why is this change here? | |||||
Done Inline ActionsBecause there is no other way to check if an entity is alive. If you check for cmpHealth on a resource without disabling the health component it will return the resource amount instead of the life (that should be 0) Stan: Because there is no other way to check if an entity is alive. If you check for cmpHealth on a… | |||||
Done Inline ActionsFor real? I expected Health just stores HP and ResourceSupply only the current amount, but I didn't work much with that code before. elexis: For real? I expected Health just stores HP and ResourceSupply only the current amount, but I… | |||||
Done Inline ActionsYeah. I'm not sure why exactly though. Stan: Yeah. I'm not sure why exactly though. | |||||
Done Inline Actions(Presence and approach of this line is something that should be reviewed. Notice that we have a script that sorts template entries alphabetically, and notice that that comment is about the obstruction component, not health. elexis: (Presence and approach of this line is something that should be reviewed. Notice that we have a… | |||||
Done Inline ActionsTheoretically, a resource could have a health bar that destroys it when it reaches 0, but currently that's not how it's done in the code. When the unit carrying resources dies it turns into a resource|template no matter what. So I think it makes sense that the resource bar becomes the new "health bar" and that the health component is removed. Stan: Theoretically, a resource could have a health bar that destroys it when it reaches 0, but… | |||||
<Active>true</Active> | <Active>true</Active> | ||||
<BlockMovement>false</BlockMovement> | <BlockMovement>false</BlockMovement> | ||||
<BlockPathfinding>false</BlockPathfinding> | <BlockPathfinding>false</BlockPathfinding> | ||||
<BlockFoundation>false</BlockFoundation> | <BlockFoundation>false</BlockFoundation> | ||||
<BlockConstruction>true</BlockConstruction> | <BlockConstruction>true</BlockConstruction> | ||||
<DeleteUponConstruction>true</DeleteUponConstruction> | <DeleteUponConstruction>true</DeleteUponConstruction> | ||||
<DisableBlockMovement>false</DisableBlockMovement> | <DisableBlockMovement>false</DisableBlockMovement> | ||||
<DisableBlockPathfinding>false</DisableBlockPathfinding> | <DisableBlockPathfinding>false</DisableBlockPathfinding> | ||||
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(I still didn't review this line)