Merge lp:~widelands-dev/widelands/hide_seafaring_buildings into lp:widelands
Proposed by
GunChleoc
Status: | Merged |
---|---|
Merged at revision: | 7646 |
Proposed branch: | lp:~widelands-dev/widelands/hide_seafaring_buildings |
Merge into: | lp:widelands |
Diff against target: |
110 lines (+12/-1) 7 files modified
src/logic/building.cc (+2/-0) src/logic/building.h (+2/-0) src/wui/fieldaction.cc (+2/-0) tribes/buildings/productionsites/atlanteans/shipyard/init.lua (+1/-0) tribes/buildings/productionsites/barbarians/shipyard/init.lua (+2/-1) tribes/buildings/productionsites/barbarians/weaving_mill/init.lua (+2/-0) tribes/buildings/productionsites/empire/shipyard/init.lua (+1/-0) |
To merge this branch: | bzr merge lp:~widelands-dev/widelands/hide_seafaring_buildings |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
TiborB | Approve | ||
Review via email: mp+278830@code.launchpad.net |
Description of the change
Shipyards and Barbarian Weaving Mill are hidden from the flag actions in non-seafaring maps. This prevents players from building completely useless seafaring buildings, especially when they are new to the game. The buildings are still listed in the Encyclopedia.
I implemented it like this:
Added a new "needs_seafaring" property to buildings' init.lua. When this is set and the map doesn't have a need for ships, these buildings are hidden from the building window. Might also come in useful for the AI?
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This is usefull tweak.
AI just scans the map to identify portspaces - yes, small cheat...
However barbarian weaving mill might still be build if it finds out that the output is needed... but right now I dont know if it happens....