Support for creating starting infrastructure for players in the editor
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
- Completed by
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.