Follow-up Comment #2, patch #3176 (project wesnoth):
Really? Guess I am surprised given at how intentional the coding to implement
fogging-within-a-turn appears. (I had assumed it was so that WML could change
things out of a players sight, but with Zookeeper behind this change, I guess
not.) Sure, stripping out code is easy.
I've attached a patch that handles this change to functionality. This will
probably leave behind some useless and overly-complex code that no longer
serves any purpose, but it gets the job done, stopping the refogging in the
middle of the player's turn yet leaving refogging between turns (e.g. end of
the side's turn and after being attacked). I'll take a look at what can be
cleaned up later.
PS While looking at this, I've come to realize that the console commands :fog
and :shroud are inconsistent. The former will always immediately clear fog
from what the player's units can see, while the latter will not immediately
clear shroud if delayed shroud updates is on. Should :shroud be changed to
ignore delayed shroud updates (it makes sense, particularly if you try it
out)? It's a one-line change.
(file #15343)
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File name: keep-fog-clear.diff Size:7 KB
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