Support for creating starting infrastructure for players in the editor

Registered by SirVer on 2010-03-03

Defining which buildings and roads should already exist at the beginning of a scenario is cumbersome in text format, no matter how it looks. Currently (in build14) this must be done via EventRoads and EventBuildings, the Lua scripting feature planned for build16 will need to have this done in lua which is slightly more readable but not much so.

 Being able to define infrastructure in the editor by warping houses with a user interface similar to the games own would much improve this situation. This blueprint defines how this should be implemented.

Blueprint information

Status:
Started
Approver:
None
Priority:
Undefined
Drafter:
None
Direction:
Needs approval
Assignee:
None
Definition:
New
Series goal:
None
Implementation:
Started
Milestone target:
None
Started by
SirVer on 2010-04-08

Related branches

Sprints

Whiteboard

8. April 2010:
I started working on this now, because support for all those Lua functions in the editor changes a lot in other code as well and will also likely affect the Lua API. For example, I want to get rid of wl.game.Player and have wl.game to only be in games to offer for example saving and wl.editor to be only in the editor (and offer saving as well ;) ).

This is blocked by the regions because A similar approach for sharing the information between lua and the editor should be
used. This interface is just in planing stage right now.

(?)

Work Items

Dependency tree

* Blueprints in grey have been implemented.

This blueprint contains Public information 
Everyone can see this information.