Hi ilor,

We decided to move the legacy ops to be private in the terrain_builder, and
just try to refactor the get_relative_dir function so it doesn't use them.
Maybe someday someone will take on the terrain_builder...

Best,
Chris


On Mon, May 19, 2014 at 11:21 AM, Ilor <[email protected]> wrote:

> On 18 May 2014 04:54, chris beck <[email protected]> wrote:
>
>> So despite what the code comments say, we are continuing to use the
>> legacy arithmetic in more places than just the terrain_builder code.
>>
>> It seems like for the most part this function's main responsibility is
>> deciding which way units will face when they move, attack, etc.
>>
>> Anyways I would like to propose that in 1.13 we phase out all of the
>> legacy arithmetic -- if it's absolutely necessary to preserve the current
>> behavior of the terrain_builder object, then maybe we can write similar
>> characterization tests for it and then try to refactor using the regular
>> vector arithmetic. (Hopefully that might not be necessary though -- I
>> imagine that the last time this stuff was changed, the legacy ops were
>> preserved because of a nearing release / freeze of some kind or something?)
>>
>
> Hi,
>
> I kept the "legacy" ops long tiem ago because simply fixing things broke
> terrain_builder badly (terrains were being placed / rendered incorrectly).
> IIRC I concluded that the bad assumptions the code made were worked around
> in the actual terrain data files, and decided to just leave the old-broken
> map_location operations there since that was far out of the scope of the
> editor reworks I was doing, and the code in terrain_builder was, uh,
> uninviting.
>
> In the end I may have only switched things in close proximity to the
> editor and brushes there, where I knew what was going on and knew I wanted
> proper map_location algebra. Switching to the "correct" operations
> everywhere will probably take some work, but might be for the best.
>
> Regards,
>
> --
> ilor
>
>
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