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"Toggle Impassable Cells" should mark more cells

Abierto
#271 0 comentarios 0 reacciones 0 asignados Ver en GitHub

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Evaluación

Dificultad
5/5
Tiempo estimado
Más de una semana
Aptitud para principiantes
25/100
Tipo de issue
Nueva funcionalidad
Claridad
Bastante claro
Estado de actividad
Estancado
Stack tecnológico
csharp
Área
desktop

Línea de trabajo

Start by locating the “Toggle Impassable Cells” entry point and reading how it currently identifies Rock terrain and overlays. Use the terrain examples in the issue to understand the red, blue, and purple categories, then inspect how terrain objects, structures, and units expose their movement and immunity properties. Done means the toggle reflects the specified terrain and object categories, including passable overlays; the issue does not name tests or files to run.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

enhancement

The "Toggle Impassable Cells" function currently only marks cells with the Rock Terrain Type, which makes it unreliable because units are unable to move onto many other cells as well.

To improve this WAE should instead check the values of every Terrain Type and mark every cell that has a Terrain Type for which all values (aside for Winged, which can always be ignored) are 0% (or are missing) in red.
For example:

[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Hover=0%
Amphibious=0%
FloatBeach=0%
Creep=0%
Winged=10%
Buildable=no

Terrain Types for which only (at least one of) Float, Amphibious and Hover (and FloatBeach for YR) have a value above 0% (and aren't missing) should be marked in blue:

[Water]
Foot=0%
Track=0%
Wheel=0%
Hover=59%
Float=59%
Amphibious=59%
FloatBeach=59%
Creep=0%
Winged=100%
Buildable=no

And Terrain Types for which only (at least one of) Amphibious and Hover (and FloatBeach for YR) have a value above 0% (and aren't missing) should be marked in purple:

[Beach]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Hover=59%
Amphibious=59%
FloatBeach=59%
Creep=0%
Winged=100%
Buildable=no

While "Toggle Impassable Cells" already also marks cells with overlay using the Rock Terrain Type, it doesn't remove marked cells when you place passable overlay on impassable terrain to make it passable (like when you place NOBUILD overlay on a rock in DTA).

In addition to this WAE should also mark objects (terrain objects, structures and ideally also units).
Indestructible objects (check for Immune=yes) should be marked in red just like impassable terrain is, while destructible objects could instead be marked in yellow.
Maybe some special cases such as units that are both crushable and immune and indestructible trees that infantry can still walk through could be marked in orange (any terrain object that does have not a TemperateOccupationBits or SnowOccupationBits key/value at all or has a value of 7 is impassable for all units, while values from 0 to 6 make them passable for infantry only).

Edit:
Added FloatBeach to the examples to take YR into consideration (this wouldn't have any effect in TS).

Lenguaje dominante
C#
Estrellas
148
Forks
49
Merge medio
4 d 9 h
PR fusionados (30 d)
1

Preparar el entorno

Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

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