[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2016-08-21 Thread Sveinung Kvilhaugsvik
Update of bug #16905 (project freeciv):

  Depends on: => patch #7644


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2016-04-08 Thread Marko Lindqvist
Update of bug #16905 (project freeciv):

 Assigned to:None => sveinung   
 Planned Release: => 3.0.0  


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2016-01-20 Thread Sveinung Kvilhaugsvik
Follow-up Comment #11, bug #16905 (project freeciv):

> Does sveinung have a comment about this in relation to his orders system
rework?
The protocol support is here.

The Freeciv 3.0 Qt-client has a "Go to and..." menu entry. It has the user
select the action before clicking on the map. No checks for action legality
are performed. This allows the player to order an action that will become
legal before the unit reaches the target tile. (Example: join the city will be
built at the target tile during next turn)

The UI suggested in comment #3 would need some extra client side work.

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2016-01-20 Thread Marko Lindqvist
Follow-up Comment #10, bug #16905 (project freeciv):

Does sveinung have a comment about this in relation to his orders system
rework?

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-21 Thread anonymous
Follow-up Comment #9, bug #16905 (project freeciv):

I think there is nothing wrong with a pop-up there. Creating a goto-and-do-XXX
sequence is a modal thing and you have to finish that goto sequence before
doing anything else. So the pop-ups will not hinder the work flow any more.

The pop-up should give a list of possible commands and have keyboard
shortcuts. But since it will only list limited sets of combinations there is
far less of a problem of exhausting available keys. The pop-up can
(optionally) also be out of the way, display it on the left side of the client
in the empty space below the unit list or something. It doesn't have to block
the main map.

As Bernd suggests this would use a "order list mode". You press "G" to get
into order list mode. Then you can select tiles to goto, select an activity
via keyboard shortcut, the menu or the "pop-up" on the side. "i" would
irrigate the current tile, "I" would go into connect with irrigation mode and
a click would set destination. "return" or clicking done would finialize the
sequenze and go back into normal mode.


Now for extra special bonus when setting a goto sequence have the client
display other units and tiles in the state the will be by the time the goto
sequence reaches the current end. So if  one unit has a goto to the right and
you start a sequenze for a second unit to move 2 fields (turns) to the left
then the first will be shown having moved 2 turns along its goto already. This
would make it easier to coordinate actions with multiple units have a goto
sequence.

Mrvn (sorry, haven't requested new password yet)


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-18 Thread Jacob Nevins
Follow-up Comment #8, bug #16905 (project freeciv):

> How about avoiding yet more focus-stealing popups, [...]
Did you see patch #3713?

Anyway, I think popups still have a place (for new users or those who don't
want to remember the keys), and would like for them to no longer be
focus-stealing. See patch #3711 for some muttering about that.

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-18 Thread Bernd Jendrissek
Follow-up Comment #7, bug #16905 (project freeciv):

For the UI:

How about avoiding yet more focus-stealing popups, or at least making that
behaviour optional? Here's my strawman proposal that would also transfer to
telling Engineers to irrigate here, then go there and build a road.

With Engineer active, press some key to activate an order list mode, or get
into that mode with the various connect-with keystrokes. Then move the mouse
to wherever something should happen (and a goto line appears), press the
activity key or just ',' to set a waypoint, to start again at the goto-line
mode. Finish with Enter.

Goto-and-establish-trade-route would be: G, hover on city, r, Enter.

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-17 Thread Jacob Nevins
Follow-up Comment #6, bug #16905 (project freeciv):

Well, yes, but we end up with enormous unwieldy menus and run out of unique
keystrokes pretty quickly by doing that; I'm looking for a solution that can
be keyboard-driven without requiring a unique keystroke for every
combination.

(Obviously this assumes the popup can be keyboard-driven. If it can't
currently, it should be.)

Although... I've had another idea for goto-and-do-XXX without popups, which
would also apply to caravan actions. See patch #3713.

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-17 Thread pepeto
Follow-up Comment #5, bug #16905 (project freeciv):

It could also looks like menu items like "Go to and Establish trade route"
using unit orders. We already have a menu item named "Go to and Build
city"...


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-17 Thread Jacob Nevins
Follow-up Comment #4, bug #16905 (project freeciv):

> unifying caravan actions (and maybe also diplomat actions?) with 
> the vocabulary used by unit orders
In fact I see "enum unit_orders" already has ORDER_BUILD_WONDER and
ORDER_TRADE_ROUTE. So caravans are sorted (but diplomats are not -- I'm not
sure how often you plan diplomat moves that far in advance anyway).

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-17 Thread Jacob Nevins
Follow-up Comment #3, bug #16905 (project freeciv):

What should the UI look like here? (I haven't looked at warclient.)

One option: you do a normal path goto (G), only after you finalise it by
clicking on the destination tile, if it's a place you can do an action, it
pops up something looking like the normal caravan popup (only with "Your
Caravan Has Arrived" text changed, obviously). When you choose an action, then
the orders are committed (you can tell when this happens because the goto line
doesn't disappear until after you dismiss the popup). To get the previous
behaviour, choose "Keep Moving".

Once the UI is decided, this is presumably mostly a case of unifying caravan
actions (and maybe also diplomat actions?) with the vocabulary used by unit
orders.
I think the client must already have more or less enough smarts to know what
actions are possible at a given proposed destination tile without reference to
the server?

(If we ever expose more of the power of unit orders, e.g. goto-and-sentry,
goto-and-fortify, I guess that might be combined with this UI.)

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-11-16 Thread pepeto

Update of bug #16905 (project freeciv):

  Depends on: => patch #2206


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-11-16 Thread pepeto

Update of bug #16905 (project freeciv):

Severity:  3 - Normal => 1 - Wish   
Priority:  5 - Normal => 1 - Later  


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-11-16 Thread pepeto

Update of bug #16905 (project freeciv):

 Assigned to:  pepeto => None   
 Planned Release:   2.3.0 =>

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Follow-up Comment #2:

Too much work for 2.3.0.


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-11-03 Thread pepeto

Update of bug #16905 (project freeciv):

 Assigned to:None => pepeto 
 Planned Release: => 2.3.0  


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-10-20 Thread pepeto

Follow-up Comment #1, bug #16905 (project freeciv):

Warclient has a feature for this (default caravan arrival). However, I think
we can do better with the current implementation of the unit orders.


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-10-20 Thread Goswin von Brederlow

URL:
  

 Summary: Goto and do XXX for caravans
 Project: Freeciv
Submitted by: mrvn
Submitted on: Wednesday 10/20/2010 at 14:37
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

It would be nice to have a goto and do

- help build wonders
- enter marketplace
- establish trade route
- keep moving

for caravans. When one has multiple caravans moving around it can be hard to
know what to do with a popup.





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