- This patch standardizes the tooltip text strings per the style guide, for clarity and consistency. This was already done for many, but not all, therefore the need to do it systematically.
- While at it, properly formats and indents the requirements line where necessary.
- Furthermore, put every resource cost on a new line, to make inserting new resources easier, and purges 0 entries, as requested elsewhere by @Freagarach.
Details
- Reviewers
Freagarach - Group Reviewers
Restricted Owners Package (Owns No Changed Paths) - Commits
- rP24564: Correct technology tooltips and formatting.
Check for mistakes and omissions. Everything should still work as before.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Branch
- /ps/trunk
- Lint
Lint OK - Unit
No Unit Test Coverage - Build Status
Buildable 14931 Build 32218: Vulcan Build Jenkins Build 32217: Vulcan Build (macOS) Jenkins Build 32216: Vulcan Build (Windows) Jenkins Build 32215: arc lint + arc unit
Event Timeline
Build is green
builderr-debug-macos.txt ld: warning: text-based stub file /System/Library/Frameworks//CoreAudio.framework/CoreAudio.tbd and library file /System/Library/Frameworks//CoreAudio.framework/CoreAudio are out of sync. Falling back to library file for linking. ld: warning: text-based stub file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox.tbd and library file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox are out of sync. Falling back to library file for linking. ld: warning: text-based stub file /System/Library/Frameworks//ForceFeedback.framework/ForceFeedback.tbd and library file /System/Library/Frameworks//ForceFeedback.framework/ForceFeedback are out of sync. Falling back to library file for linking. ld: warning: text-based stub file /System/Library/Frameworks//CoreVideo.framework/CoreVideo.tbd and library file /System/Library/Frameworks//CoreVideo.framework/CoreVideo are out of sync. Falling back to library file for linking. ld: warning: text-based stu
See https://jenkins.wildfiregames.com/job/macos-differential/2799/display/redirect for more details.
binaries/data/mods/public/simulation/components/Identity.js | ||
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68 | Make Immortal a visible class, because it's used by a technology. | |
binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json | ||
27 | Effectively no difference in practice. | |
binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json | ||
28 | idem | |
binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json | ||
19 | idem | |
binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json | ||
20 | idem | |
binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json | ||
28 | idem | |
binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json | ||
21 | idem | |
binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json | ||
27 | idem | |
binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json | ||
28 | idem | |
binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json | ||
21–30 | While entirely differently classes are affected, in practice the effect is still the same. It's done because “Soldiers, Siege Engines, and Ships” is probably more explicit for players than “Melee and Ranged Units”. | |
binaries/data/mods/public/simulation/data/technologies/gather_animals_stockbreeding.json | ||
3–6 | Naming specific animals is omitted, because it's conceivable a mod situation in the Americas, or in space, might want to have a corral and use this technology in combination with entirely different animals. | |
binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json | ||
22 | ||
binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json | ||
22 | idem |
Thanks! I was just checking how to do this scripted ;)
binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json | ||
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27 | More correct at least ;) | |
binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json | ||
30 | Agree. | |
binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json | ||
6 | As opposed to palisades? | |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
12 | ? | |
binaries/data/mods/public/simulation/data/technologies/immortals.json | ||
3 | Interesting this doesn't contain an explanation for this tech. | |
binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json | ||
3–6 | Meh, I'd say it is the other way around. Cause <-> effect. |
Thanks! I was just checking how to do this scripted ;)
Here's a script for indenting json files:
I'm not using it, because I'd like to keep modifications on one line each, which is easier to read when rewriting tooltips (the primary aim of this patch).
binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json | ||
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6 | As opposed to siege walls. | |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
12 | Idle isn't a class. | |
binaries/data/mods/public/simulation/data/technologies/immortals.json | ||
3 | Many descriptions could use a rewrite, but that's something for the future. | |
binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json | ||
3–6 | Yes, the higher speed leads to a higher income. Isn't that what it says? |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
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12 | The proposed string follows the format as is already present in several auras: arsenal_repair.json cart_super_dock_repair.json temple_heal.json brit_hero_cunobelin.json maur_hero_chanakya_2.json which were reviewed and accepted by @Gallaecio. | |
binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json | ||
3–6 | Basically, the purpose of moving faster is to increase your income. |
Nah, it is not needed when you have a patch, but thanks anyway :)
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
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12 | But the caveat with the tech is that only idle entities regenerate, which, IMHO should be represented in the tooltip. | |
binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json | ||
3–6 | Yeah, but the tech enables going faster because the traders use convoys. It is not like: I want more trade, move faster. But I guess you view is maybe more logical to players. |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
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12 | True, but if it's different here, then it should be changed in the auras too. I'm not necessarily opposed to rephrasing, but I believe that discussion belongs outside this patch. |
binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json | ||
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3–6 |
It's exactly like that!
In reality I'd expect convoys to be slower, not faster, because you have to wait for each other. But that's a different discussion. Anyway, I'd welcome a more interesting description teaching us something about history, but can't think of something right now that would justify a higher movement speed. |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
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12 | Why do the other strings need an update? This is the only modification affecting Health/IdleRegenRate. |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
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12 | Oops, you're right, those auras have "Health/RegenRate", not "Health/IdleRegenRate". I didn't know there were two different types of regeneration, well spotted! |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
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12 | Sorry for not noticing our miscommunication earlier ^^ |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
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12 | You're welcome, I learned something new today, that's valuable! |
binaries/data/mods/public/simulation/data/technologies/health_regen_units.json | ||
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12 | Nope, rest is fine. |
- Nice change, not adding all resources is better for modders (don't need to purge resources that they remove) and us (if we decide to add another resource we don't need to update all techs to be consistent).
- Complete.
- Checkrefs passes.
Build is green
builderr-debug-macos.txt /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libnetwork_dbg.a(precompiled.o) has no symbols /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libsimulation2_dbg.a(precompiled.o) has no symbols ld: warning: text-based stub file /System/Library/Frameworks//CoreAudio.framework/CoreAudio.tbd and library file /System/Library/Frameworks//CoreAudio.framework/CoreAudio are out of sync. Falling back to library file for linking. ld: warning: text-based stub file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox.tbd and library file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox are out of sync. Falling back to library file for linking. ld: warning: text-based stub file /System/Library/Frameworks//ForceFeedback.framework/ForceFeedback.tbd and library file /System/Library/Frameworks//Forc
See https://jenkins.wildfiregames.com/job/macos-differential/2805/display/redirect for more details.
Build is green
builderr-debug-gcc7.txt In file included from ../../../source/third_party/ogre3d_preprocessor/tests/test_Preprocessor.cpp:17: /zpool0/gcc7/source/third_party/ogre3d_preprocessor/tests/test_Preprocessor.h: In lambda function: /zpool0/gcc7/source/third_party/ogre3d_preprocessor/tests/test_Preprocessor.h:203:17: warning: unused parameter 'includePath' [-Wunused-parameter] const CStr& includePath, CStr& out) { ~~~~~~~~~~~~^~~~~~~~~~~ /zpool0/gcc7/source/third_party/ogre3d_preprocessor/tests/test_Preprocessor.h: In lambda function: /zpool0/gcc7/source/third_party/ogre3d_preprocessor/tests/test_Preprocessor.h:220:17: warning: unused parameter 'includePath' [-Wunused-parameter] const CStr& includePath, CStr& out) { ~~~~~~~~~~~~^~~~~~~~~~~ /zpool0/gcc7/source/third_party/ogre3d_preprocessor/tests/test_Preprocessor.h:220:36: warning: unused parameter 'out' [-Wunused-parameter] const CStr& includePath, CStr& out) { /zpool0/gcc7/source/third_party/ogre3d_preprocessor/test
See https://jenkins.wildfiregames.com/job/docker-differential/4468/display/redirect for more details.