Follow-ups to faction revamp
Nadie ha tomado este issue todavía.
Evaluación
- Dificultad
- 5/5
- Tiempo estimado
- Más de una semana
- Aptitud para principiantes
- 15/100
Línea de trabajo
El issue es una colección de tareas de seguimiento del issue #386, que ya se ha fusionado, sin archivos, pruebas ni puntos de entrada especificados. Lee primero #386 y, después, elige y delimita una casilla por separado; los criterios de finalización dependen del elemento seleccionado, que abarca desde la documentación hasta el comportamiento de las facciones, el combate y los proyectiles.
Escrito por el modelo de indexación a partir del texto del issue.
Descripción
With #386 merged we have overhauled factions! Nice jump @ZPendi and thanks for all the review from others like @Adrijaned :-)
Now there's a lot we can do with that sort of system, but as the PR was aging with 160+ comments I merged it with the intent to write some follow-ups here so they can be pursued separately in nice fresh new PRs.
- The
zhot key to show factions should probably be documented somewhere for now. Maybe even a step should be added to the tutorial? - Still need to find a fix to drawing text within the orbit of a planet
- Mercenaries should probably always be allied with the player who hired them. Right now they come out at the faction their ship is assigned to, so a desert mercenary will happily follow you but will also be trying to blast you ;-) Maybe we can dynamically create a new modified asset that somehow is super loyal to the player? Maybe even unable to damage / be damaged by the player?
- There were some remaining code quality issues in the PR on particular lines. @Adrijaned might you be able to detail them overall here or so? Or maybe only any remaining important ones
- Weird situations can happen: if the player goes hostile against Imperials and dies, you still respawn at the imperial station, immediately getting shot at, whoops. Also I've seen station guards attacking their station - guessing they were trying to hit a nearby desert boss and just had the traditional imperial accuracy. Maybe guards should be unable to hit what they are guarding? Could make sense if they "share shield codes" or something.
- We need some ways for the player to gain reputation with hostile factions. Throwing loot at them maybe? Bribery is a proud tradition
- Ships in modules need to have factions assigned somehow. Maybe they're automatically in a faction named per their module?
- Projectiles seem more eager to collide against their parent ship and each other even when fired from the same weapon (some groups of things should probably simply be absorbed or bypass certain groups of other things)
- Lenguaje dominante
- Java
- Estrellas
- 350
- Forks
- 125
- Métricas de merge de PR
- Sin PR fusionados en 30 d
Preparar el entorno
- Sin Dockerfile ni archivo de Docker Compose
- Tiene una plantilla de pull request
- Leer la guía de contribución
Primeros pasos
- Lee el issue completo y luego la guía de contribución del proyecto.
- Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
- Haz un fork del repositorio y trabaja en una rama.
- Abre un pull request que haga referencia al número del issue.
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