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Reduce/improve ruleset hardcoding around irrigation/mining actions in SDL clients
The SDL clients contain horrible hardcoding around mining/irrigation: they look at the terrain names to decide what UI text and icon to use, assuming that classic ruleset is being used, so that they can display custom icons for chopping forests, etc.
This is getting in my way for #861460.This patch won't eliminate the hardcoding (because of the icons), but it'll reduce its scope a lot, and tweak the remainder so that it is wrong less of the time:
- If irrigation/mining build extras, now say the specific extra name ("Build Farmland"), regardless of underlying terrain type (previously: would never name extra; if you were lucky it would say "Build Irrigation", otherwise something like "Irrigate to [Current]", or even "Plant Forest")
- If irrigation changes terrain, now say "Change to [New]", except if the terrain is Forest/Jungle ("Cut Down to [New]"). (previously: would only mention target terrain when changing from Swamp, Forest, Jungle)
- Mining terrain change hardcoding is now based on the result terrain. Previously it would say "Plant Forest" if the start terrain was Jungle/Plains/Grassland/Swamp (in classic rules, these mine to Forest); now it only says "Plant Forest" when end terrain is Forest, otherwise "Change to [New]".
#1 Updated by Jacob Nevins 11 months ago
#3 Updated by Marko Lindqvist 11 months ago
Jacob Nevins wrote:
they look at the terrain names to decide what UI text and icon to use, assuming that classic ruleset is being used, so that they can display custom icons for chopping forests, etc.
I think this has also been ported to Qt-client at some point, going backwards.