Follow-up Comment #4, patch #3176 (project wesnoth):
Touche! It is true that developing a program can be a process of evolution.
:)
I see something of an issue with the tags as described. To refog what is "not
directly visible" would be inconsistent with the whole "should never be
covered again" idea. (It would be easy, basically a copy of the code for the
corresponding shroud tags, but still inconsistent.) I propose instead that the
refogging only occur if the hex is or *was earlier this turn* directly
visible.
In one respect, the scenario WML would be considered a "pseudo-side" that
shares its view with the indicated sides (speaking of which, there would also
be a SSF or side= in these tags indicating to which sides they apply), so the
WML-revealed hexes would add to what the side normally sees. When WML resets
the fog, its "pseudo-side" loses vision of those hexes, so whether or not the
hexes are fogged reverts back to the indicated side's normal view.
One consequence of this approach is that WML-cleared hexes would no longer be
shared with other sides. However, I think this should not pose a problem, as
the SSF in the tags should be able to compensate in the vast majority of
cases. And it gives WML authors a bit more flexibility (especially compared to
the CLEAR_FOG and UNCLEAR_FOG macros), if they want it.
While I was looking at this, I believe I found a bit of an inefficiency in the
code that handles [place_shroud] and [remove_shroud]. I included an
optimization for that in this patch. (Took the calculation of the SLF out of a
loop, since it does not depend on the side being considered.)
(file #15346)
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