Shallow water

Bug #951554 reported by spth
24
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Widelands media development
Won't Fix
Wishlist
kaputtnik
widelands
Won't Fix
Wishlist
kaputtnik

Bug Description

Now that there is seafearing, I would like to see a water tile that cannot be passed by ships. It could be used for reefs, or to prevent ships from passing betweenlakes connected by rivers. It could look like water with a few rocks sticking out, or shadows of an underater reef visible.

Philipp

P.S.: I made a map, where I do not want ships to be able to move between an inland lake and the sea, but they are connected by a river (for border and realism), and I want ships both in the sea and on the lake. I learned there are workarouns using swap islands, but this forces me to use a swampy river delta as a workaround, where some rocks in the water would seem more natural (e.g. rapids).

See also: bug 1505345 (Need for a new "is" value)
Forum discussion: https://wl.widelands.org/forum/topic/1821/

Nasenbaer (nasenbaer)
Changed in widelands:
status: New → Confirmed
milestone: none → build-18rc1
importance: Undecided → Wishlist
Nasenbaer (nasenbaer)
tags: added: seafaring
Chuck Wilder (chuckw20)
tags: added: editor graphic
Chuck Wilder (chuckw20)
Changed in widelands-media:
status: New → Confirmed
importance: Undecided → Wishlist
Revision history for this message
Nicolai Hähnle (nha) wrote :

This wishlist item depends on wishlist item #821553 (Increase maximum number of terrain types), but is not strictly a duplicate.

If there is a way to indicate such a dependency in Launchpad, please tell me, because I do not see it.

Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Nicolai: Unfortunately the only relationship you can mark between bug reports in Launchpad is whether something is a duplicate of the other. (I would really like to have some way to link multiple bug reports together with different types of relationships like Jira has.)

I think the best thing currently available is to add a comment on both bugs mentioning the other report (like I see you have :) ).

PS. If you write "bug number" it will automatically create a link to the report in question.

Revision history for this message
Nasenbaer (nasenbaer) wrote :

Just as addition: there is a further quite nice way for bundling bug reports: the tags - not sure what tag could be added to these kinds of bug, but just as an example, you can take a look at the bugs with tags "seafaring"

Nasenbaer (nasenbaer)
Changed in widelands:
milestone: build18-rc1 → build19-rc1
Revision history for this message
Nasenbaer (nasenbaer) wrote :

Retargetted to build19-rc1 as this feature needs a change in the way terrains are stored (see #1) - and as no work has been started yet, this change seems to be to big to be introduced in the last two weeks before feature freeze.

Revision history for this message
wl-zocker (wl-zocker) wrote :

I would also like to suggest the opposite kind of terrain: A terrain that can be passed by both ships and humans. Currently, we can create the impression of carriers walking through water (when two neighboring nodes are land, but the two triangles inbetween are water), but then, ships cannot pass. Age of Empires had such a terrain called "Shallow water". I do not know the correct English term nor whether that is the best name because ships might get problem in shallow water.
I have read that SirVer is merging the four worlds into one, but I do not know whether his work includes increasing the possible terrain number (see bug 821553). If yes, I hope this one is not too late.

Revision history for this message
SirVer (sirver) wrote :

The one world will not have a limitation on terrains anymore. However, a shallow water terrain will also need some engine changes afaik. I like the idea though.

Revision history for this message
SirVer (sirver) wrote :

Setting to incomplete for bug sweeping.

Changed in widelands:
status: Confirmed → Incomplete
Revision history for this message
kaputtnik (franku) wrote :

> I would also like to suggest the opposite kind of terrain: A terrain that can be passed by both ships and humans.

Hmm, i don't know... water could be passed with ships, but where ships could pass, normally a human couldn't pass. The only exception are bridges, where ships could pass beneath and humans could cross the water.

> Currently, we can create the impression of carriers walking through water (when two neighboring nodes are land, but the two triangles inbetween are water), but then, ships cannot pass.

For those situations the roads should be shown as footbrigdes (see second picture in https://wl.widelands.org/forum/post/12474/)

I am currently working on something like shallow water, or something that looks like a sandbank. See https://wl.widelands.org/forum/topic/1821/

kaputtnik (franku)
Changed in widelands:
assignee: nobody → kaputtnik (franku)
Changed in widelands-media:
assignee: nobody → kaputtnik (franku)
Changed in widelands:
status: Incomplete → Confirmed
Revision history for this message
kaputtnik (franku) wrote :

I think we should put images which are used for animations in a separate folders. In the linked branch i have done so for desert and renamed "wasser_0x" into "water_0x". This branch contains also a new animated terrain "reef_0x".

To make water impassable for ships but walkable for the widelands tribes i used "dry" for the "is" value. This has a uncommon sideeffect: Critters can walk on this terrains and it looks quite disturbing that critters could walk on water. If possible we should add a new value for "is"... something like "shallow_water" or so. I could try myself in implementing such a new value if nobody finds the time to do so. Please let me know.

Next i would work on impassable water for winter. The idea is to define "iceflows" as impassable and add a new terrain which represents floating icebergs (see https://wl.widelands.org/forum/topic/1814/).

Revision history for this message
GunChleoc (gunchleoc) wrote :

The C++ code is not trivial;it works with bitmasks, So, we need a C++ programmer for this really. I will put this bug on my todo-list.

On another note, when renaming files, it is best to use the comment bzr mv <source file> <destination file>, e.g in this case, you would have run:

cd world/terrains/pics/desert
bzr mkdir water
bzr mv wasser_00.png water/water_00.png

This way, we will be able to get a diff for files even if they have been moved.

Revision history for this message
kaputtnik (franku) wrote :

> The C++ code is not trivial;it works with bitmasks, So, we need a C++ programmer for this really. I will put this bug on my todo-list.

Yes , i thought it is not as complicated. Thanks for your offer. For about 15 years i've made a diploma on C++ but since then i never touched C++ stuff. So most of my experience is gone... Your to-do list is surely a long one i believe. Thanks for all your work on widelands :-)

> On another note, when renaming files, it is best to use the comment bzr mv <source file> <destination file>

Thanks for the hint :-)

Revision history for this message
GunChleoc (gunchleoc) wrote :

Maybe unassign yourself for the bug and whoever finds the time first can then assign the bug to themselves?

The class to look for in the code is TerrainDescription. Have a look especially at map.cc.

Revision history for this message
kaputtnik (franku) wrote :

I think this bug is for implementing impassable water and belongs to both widelands and widelands-media. Implementing a new "is"- value will be another bug, or wishlist. For now we could define the new terrains as "impasssable" and implement them. This will cause that no tribe figure could walk on them and i am unsure if we really want the terrains to be walkable unless we have some kind of foot bridges as roads. Muddy roads over shallow water looks surely bad :-)

Revision history for this message
GunChleoc (gunchleoc) wrote :

OK, let's do it like this then. Can you open a new bug with an exact explanation of what you want the new terrain type to do?

kaputtnik (franku)
Changed in widelands:
status: Confirmed → In Progress
Changed in widelands-media:
status: Confirmed → In Progress
Revision history for this message
kaputtnik (franku) wrote :
Revision history for this message
kaputtnik (franku) wrote :
Revision history for this message
kaputtnik (franku) wrote :

Removed the old branch because i fear it is broken across several updates and modifying through conflicts. I will make a fresh branch from current trunk.

Are you fine with separating the animated terrains in appropriate folders in this branch?

Revision history for this message
GunChleoc (gunchleoc) wrote :

I am always on favour of subfolders if they make finding things easier.

kaputtnik (franku)
Changed in widelands:
milestone: build19-rc1 → none
Revision history for this message
kaputtnik (franku) wrote :

This will come in build20 :-)

kaputtnik (franku)
Changed in widelands:
milestone: none → build20-rc1
kaputtnik (franku)
description: updated
kaputtnik (franku)
description: updated
Revision history for this message
kaputtnik (franku) wrote :

Map for testing containing each new terrain.

GunChleoc (gunchleoc)
tags: added: graphics images
removed: graphic
GunChleoc (gunchleoc)
Changed in widelands:
milestone: build20-rc1 → build21-rc1
ypopezios (ypopezios)
summary: - Impassable water
+ Shallow water
Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: In Progress → Won't Fix
GunChleoc (gunchleoc)
Changed in widelands-media:
status: In Progress → Won't Fix
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