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EasyCoding - The Battle for Wesnoth Wiki

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class="wm-toolbar" role="toolbar" aria-label="User"><li id="wm-account-menu" class="wm-dropdown"><a class="wm-dropdown-trigger" href="#" title="Your account" role="button"><i class="wm-toolbar-icon" aria-hidden="true"></i><span class="sr-label">Not logged in</span><i class="wm-toolbar-dropdown-marker" aria-hidden="true"></i></a><ul class="wm-dropdown-menu" role="menu"><li id="pt-login"><a href="/index.php?title=Special:UserLogin&amp;returnto=EasyCoding" role="menuitem" title="You are encouraged to log in; however, it is not mandatory [o]" accesskey="o"><i class="wm-toolbar-icon" aria-hidden="true"></i><span>Log in</span></a></li></ul></ul></div> <!-- wm-wiki-toolbar --> <h1 class="firstHeading" lang="en">EasyCoding</h1> <div id="bodyContent"> <div id="siteSub">From The Battle for Wesnoth Wiki</div> <div id="contentSub"></div> <!-- start wikipage --> <div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><p><b>This page is outdated. For an up to date list of good starting issues, see <a rel="nofollow" class="external text" href="https://github.com/wesnoth/wesnoth/issues?q=is%3Aissue+is%3Aopen+label%3A%22Good+first+issue%22">here</a>.</b> </p><p>This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. </p><p>If you are such a person, you should feel free to edit this page. </p><p>If you're not, you should post a feature request and discuss your idea on the forum or IRC or Discord. A coder with better knowledge of the code might give you the green light to add your feature here. </p><p>Anybody should feel free to add "clues" to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on. </p><p>If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature we'll "free" it back (that is if you're not working on it. If you have problems implementing it, just tell us....) </p><p>If none of these are to your liking, feel free to check our <a rel="nofollow" class="external text" href="http://bugs.wesnoth.org/?q=is%3Aissue+is%3Aopen+label%3A%22Good+first+issue%22">bug tracker</a> with a broad spectrum of tasks. </p> <div id="toc" class="toc"><div class="toctitle" lang="en" dir="ltr"><h2>Contents</h2></div> <ul> <li class="toclevel-1 tocsection-1"><a href="#Engine_related_features"><span class="tocnumber">1</span> <span class="toctext">Engine related features</span></a> <ul> <li class="toclevel-2 tocsection-2"><a href="#Make_a_.22map_diff.22_tool_to_visualizes_changes_between_two_version_of_a_map"><span class="tocnumber">1.1</span> <span class="toctext">Make a "map diff" tool to visualizes changes between two version of a map</span></a></li> <li class="toclevel-2 tocsection-3"><a href="#Add_an_option_to_not_store_replays"><span class="tocnumber">1.2</span> <span class="toctext">Add an option to not store replays</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-4"><a href="#MP_related_features"><span class="tocnumber">2</span> <span class="toctext">MP related features</span></a> <ul> <li class="toclevel-2 tocsection-5"><a href="#Add_possibility_to_switch_off_mod_dependency_checking"><span class="tocnumber">2.1</span> <span class="toctext">Add possibility to switch off mod dependency checking</span></a></li> <li class="toclevel-2 tocsection-6"><a href="#Make_a_header_for_the_add-on_when_we_organize_scenarios_by_add-on_in_the_MP_create_dialog"><span class="tocnumber">2.2</span> <span class="toctext">Make a header for the add-on when we organize scenarios by add-on in the MP create dialog</span></a></li> <li class="toclevel-2 tocsection-7"><a href="#Timer_pause_button"><span class="tocnumber">2.3</span> <span class="toctext">Timer pause button</span></a></li> <li class="toclevel-2 tocsection-8"><a href="#Add_a_.22concede.22_button"><span class="tocnumber">2.4</span> <span class="toctext">Add a "concede" button</span></a></li> <li class="toclevel-2 tocsection-9"><a href="#Show_.5Boptions.5D_values_in_the_mp_lobby_gameslist"><span class="tocnumber">2.5</span> <span class="toctext">Show [options] values in the mp lobby gameslist</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-10"><a href="#WML-related_features"><span class="tocnumber">3</span> <span class="toctext">WML-related features</span></a> <ul> <li class="toclevel-2 tocsection-11"><a href="#Support_variable_poison_properties"><span class="tocnumber">3.1</span> <span class="toctext">Support variable poison properties</span></a></li> <li class="toclevel-2 tocsection-12"><a href="#Events_Manipulation"><span class="tocnumber">3.2</span> <span class="toctext">Events Manipulation</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-13"><a href="#Improvements_to_AI"><span class="tocnumber">4</span> <span class="toctext">Improvements to AI</span></a> <ul> <li class="toclevel-2 tocsection-14"><a href="#Existing_bugs_or_undesirable_features"><span class="tocnumber">4.1</span> <span class="toctext">Existing bugs or undesirable features</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-15"><a href="#GUI2_features"><span class="tocnumber">5</span> <span class="toctext">GUI2 features</span></a></li> <li class="toclevel-1 tocsection-16"><a href="#Miscellaneous"><span class="tocnumber">6</span> <span class="toctext">Miscellaneous</span></a> <ul> <li class="toclevel-2 tocsection-17"><a href="#Debug_mode"><span class="tocnumber">6.1</span> <span class="toctext">Debug mode</span></a></li> <li class="toclevel-2 tocsection-18"><a href="#woptipng_.2F_wesnoth-optipng"><span class="tocnumber">6.2</span> <span class="toctext">woptipng / wesnoth-optipng</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-19"><a href="#Bugs"><span class="tocnumber">7</span> <span class="toctext">Bugs</span></a></li> <li class="toclevel-1 tocsection-20"><a href="#See_Also"><span class="tocnumber">8</span> <span class="toctext">See Also</span></a></li> </ul> </div> <h2><span class="mw-headline" id="Engine_related_features">Engine related features</span></h2> <h3><span id="Make_a_&quot;map_diff&quot;_tool_to_visualizes_changes_between_two_version_of_a_map"></span><span class="mw-headline" id="Make_a_.22map_diff.22_tool_to_visualizes_changes_between_two_version_of_a_map">Make a "map diff" tool to visualizes changes between two version of a map</span></h3> <p>Maintainers of maps often make small tweaks for balance purposes. For someone who doesn't know the map like the back of their hand it may be very difficult to spot exactly what changed. There isn't any really good way to do this right now -- using the 'diff' tool at command line doesn't give good results for .map files. </p><p>Such a tool would be helpful for someone who maintains a map pool containing maps made by others, also for someone who wants to browse a repository and examine balance changes on several maps, which could be instructive for someone who wants to make and balance their own maps. </p><p>There's any number of ways to actually do this, one might be to have a feature in the map editor that takes the name of another map and adds map labels to indicate what hexes changed. It could also be a command accessible in debug mode when playing the game, or it could be an additional command-line argument (--diff [map1] [map2]&#160;?) for the game. (It could be a standalone application but that's probably going to end up with much more work for you.) </p><p><a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/2323">https://github.com/wesnoth/wesnoth/issues/2323</a> </p><p>Note that the current status here is that a "map diff" tool now actually exists as a GitHub action that runs on pull requests with changed maps, although there are some bugs with it that could be fixed, and having a native "map diff" tool that runs as part of Wesnoth itself would fit the original request better. </p> <h3><span class="mw-headline" id="Add_an_option_to_not_store_replays">Add an option to not store replays</span></h3> <p>As noted in <a rel="nofollow" class="external free" href="https://wiki.wesnoth.org/SavefileWML">https://wiki.wesnoth.org/SavefileWML</a> all normal savefiles usually contain [replay] and [replay_start] tags that usually take over 50% of the total savefile size and are only used for providing the possibility to replay scenarios. It's be nice to have an option to skip these information to reduce the savefile size. Alternatively one could create a tool integrated in a load/savegame dialog to remove the replay information from a given savegame file. </p><p>See the feature request <a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/1457">https://github.com/wesnoth/wesnoth/issues/1457</a> </p> <h2><span class="mw-headline" id="MP_related_features">MP related features</span></h2> <h3><span class="mw-headline" id="Add_possibility_to_switch_off_mod_dependency_checking">Add possibility to switch off mod dependency checking</span></h3> <p>MP modifications can define dependencies. Currently there's no way to force a "broken" configuration, although overzealous use of the system by UMC authors could make this feature useful. Add an option to the MP game creation screen to switch on/off dependency checking. Ask lipk (forum)/lipkab (IRC). </p><p><a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/2324">https://github.com/wesnoth/wesnoth/issues/2324</a> </p> <h3><span class="mw-headline" id="Make_a_header_for_the_add-on_when_we_organize_scenarios_by_add-on_in_the_MP_create_dialog">Make a header for the add-on when we organize scenarios by add-on in the MP create dialog</span></h3> <p>Using an established GUI technique to signal when one block of scenarios for an add-on ends and the next begins would make it much easier to use this dialog, if the user has several add-ons. </p><p>See one proposal here: <a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/1365">https://github.com/wesnoth/wesnoth/issues/1365</a> </p> <h3><span class="mw-headline" id="Timer_pause_button">Timer pause button</span></h3> <p>Longstanding feature request here: <a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/1237">https://github.com/wesnoth/wesnoth/issues/1237</a> </p><p>Request is for either a button, or a simple chat command like&#160;:pause,&#160;:unpause, to allow players to put the timer on hold if they are interrupted. </p><p>Ideally would be accompanied with a multiplayer-only scenario attribute "number_of_pauses" which decreases each time a client pauses the game. Pause should use a blindfold object to black out the screen, and send a chat message automatically when it occurs / resume occurs. For an example of how it might look, start a local hotseat mp game and enable the Preferences-&gt;General-&gt;Turn Dialog option. (This behavior was introduced in this commit: <a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/commit/bab03d554bea92f1ce6f585ef1123202173a3491">https://github.com/wesnoth/wesnoth/commit/bab03d554bea92f1ce6f585ef1123202173a3491</a>) </p><p>Wintermute/happygrue also has other ideas about how the timer should/could work. For example, instead of their client ending their turn, the networked opponents could be required to "confirm" the time out. (This is probably a networked MP-only idea.) </p><p>A very fancy implementation might instead of a counter, allow the other players to vote on whether a pause request is granted. </p><p>Make sure that the paused client still responds to network commands, so that it is possible to kick a person who pauses and then doesn't ever unpause. </p> <h3><span id="Add_a_&quot;concede&quot;_button"></span><span class="mw-headline" id="Add_a_.22concede.22_button">Add a "concede" button</span></h3> <p>Often times in mp, players concede the game before their leader is actually killed. When the game ends 'officially' the map is revealed, which can sometimes be instructive for the losing player. Additionally, it makes it easier to analyze the results of many games, for purposes of balancing, or for maintaining a ladder. So while it may seem small, this would actually be a pretty useful feature. </p><p>There was a PR to fix this, but it never got merged due to being broken: <a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/pull/535">https://github.com/wesnoth/wesnoth/pull/535</a> </p><p>This could be implemented in lua. </p> <h3><span id="Show_[options]_values_in_the_mp_lobby_gameslist"></span><span class="mw-headline" id="Show_.5Boptions.5D_values_in_the_mp_lobby_gameslist">Show [options] values in the mp lobby gameslist</span></h3> <p>It'd be useful for a newly-joining player to see the chosen [options] of a mp game, since most likely there isn't enough space we could for example wigher show the options via an extra dropdown button in the lobby or show them in the mp waiting dialog instead. </p><p>See the featurerequest <a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/1514">https://github.com/wesnoth/wesnoth/issues/1514</a> </p> <h2><span class="mw-headline" id="WML-related_features">WML-related features</span></h2> <h3><span class="mw-headline" id="Support_variable_poison_properties">Support variable poison properties</span></h3> <p>See a feature request here: </p><p><a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/1339">https://github.com/wesnoth/wesnoth/issues/1339</a> </p> <h3><span class="mw-headline" id="Events_Manipulation">Events Manipulation</span></h3> <ul><li>[event] persistent="yes" - creates an event that lasts for the rest of the campaign</li> <li>[disable_event][/disable_event] disables the event within which it appears (useful with conditionals). A more complex take on first_time_only=yes/no.</li></ul> <p><i>This is largely possible with event IDs, but could be useful when multiple copies of an event should be floating around</i> </p><p><a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/2326">https://github.com/wesnoth/wesnoth/issues/2326</a> </p> <h2><span class="mw-headline" id="Improvements_to_AI">Improvements to AI</span></h2> <h3><span class="mw-headline" id="Existing_bugs_or_undesirable_features">Existing bugs or undesirable features</span></h3> <p>Most of these are probably relatively easy to fix, although we can, of course, not guarantee that. </p> <ul><li>Bug: Adding a candidate action mid-turn does not include it where it belongs in terms of its evaluation score. Instead, it gets added at the end of the candidate action list and might not be executed on the current turn, because other CAs with lower scores get evaluated first.</li></ul> <p><a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/2345">https://github.com/wesnoth/wesnoth/issues/2345</a> </p> <ul><li>Bug: ai.get_new_enemy_dst_src and related functions have several problems: <ul><li>They use the current moves of the enemy units, which generally are all zero.</li> <li>Hexes occupied by other enemy units count as not reachable.</li> <li>Working around this with a Lua wrapper makes this actually slower than ai_helper.get_enemy_dst_src, which makes the functions pretty much useless, as speed is the only thing speaking for them.</li></ul></li></ul> <p><a rel="nofollow" class="external free" href="https://github.com/wesnoth/wesnoth/issues/2346">https://github.com/wesnoth/wesnoth/issues/2346</a> </p> <h2><span class="mw-headline" id="GUI2_features">GUI2 features</span></h2> <p>Although mordante developed a new GUI system, GUI2, some dialogs still use the older GUI1 and could be improved or transferred. mordante has since disappeared, leaving GUI2's core code unmaintained; shadowm and vultraz should be able to answer most GUI2 (and even GUI1) related questions in his absence. </p> <ul><li>Information on the wiki can be found under <a href="/GUIToolkit" title="GUIToolkit">GUIToolkit</a> on the wiki.</li> <li>The source code is under <a rel="nofollow" class="external text" href="https://github.com/wesnoth/wesnoth/tree/master/src/gui">src/gui/</a></li> <li>All mainline GUI2 WML resides in <a rel="nofollow" class="external text" href="https://github.com/wesnoth/wesnoth/tree/master/data/gui">data/gui/</a></li></ul> <ul><li>Make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)</li> <li>The biggest feature yet to be converted to GUI2 is the in-game Help documentation (first available from the main screen). <ul><li>There was an <a rel="nofollow" class="external text" href="https://github.com/wesnoth/wesnoth/pull/3653">initial effort to convert Help to GUI2</a>, but appears to be pending on the implementation of a <a rel="nofollow" class="external text" href="https://github.com/wesnoth/wesnoth/issues/2687">rich-text label widget</a>.</li></ul></li></ul> <h2><span class="mw-headline" id="Miscellaneous">Miscellaneous</span></h2> <h3><span class="mw-headline" id="Debug_mode">Debug mode</span></h3> <ul><li>New debug command functionality (setting additional status.variables, possibly terrain)</li></ul> <h3><span id="woptipng_/_wesnoth-optipng"></span><span class="mw-headline" id="woptipng_.2F_wesnoth-optipng">woptipng / wesnoth-optipng</span></h3> <p>For lossless png compression we use woptipng, a script using an external toolchain (ImageMagick, OptiPNG, Advdef, oxipng). Perhaps the performance could be improved by using oxipng or PNGOut instead of advdef. This task includes: </p> <ul><li>a quick profiling of compression ratio and decompression speed for all relevant tools</li> <li>if it provides a higher compression while not significantly slowing down decompression, adapt woptipng to use PNGOut or oxipng (whichever makes more sense)</li> <li>note that there is a separate repository for woptipng: <a rel="nofollow" class="external text" href="https://github.com/matthiaskrgr/woptipng">https://github.com/matthiaskrgr/woptipng</a> (with its own issue tracker, etc.)</li></ul> <h2><span class="mw-headline" id="Bugs">Bugs</span></h2> <h2><span class="mw-headline" id="See_Also">See Also</span></h2> <p><a href="/NotSoEasyCoding" title="NotSoEasyCoding">NotSoEasyCoding</a> </p> <!-- NewPP limit report Cached time: 20241211023331 Cache expiry: 86400 Dynamic content: false CPU time usage: 0.008 seconds Real time usage: 0.008 seconds Preprocessor visited node count: 79/1000000 Preprocessor generated node count: 84/1000000 Post‐expand include size: 0/2097152 bytes Template argument size: 0/2097152 bytes Highest expansion depth: 2/40 Expensive parser function count: 0/100 Unstrip recursion depth: 0/20 Unstrip post‐expand size: 0/5000000 bytes --> <!-- Transclusion expansion time report (%,ms,calls,template) 100.00% 0.000 1 -total --> </div> <!-- Saved in parser cache with key wiki-mw_:pcache:idhash:2438-0!canonical and timestamp 20241211023331 and revision id 72919 --> </div> <!-- end wikipage --> <div class="printfooter"> Retrieved from "<a dir="ltr" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;oldid=72919">https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;oldid=72919</a>" </div> <div id="catlinks" class="catlinks" data-mw="interface"><div id="mw-normal-catlinks" class="mw-normal-catlinks"><a href="/Special:Categories" title="Special:Categories">Categories</a>: <ul><li><a href="/Category:Development" title="Category:Development">Development</a></li><li><a href="/Category:Future" title="Category:Future">Future</a></li></ul></div></div><div id="lastmod"> This page was last edited on 29 April 2024, at 17:23.</div> <div class="visualClear"></div> </div> <!-- bodyContent --> </div> <!-- end content --> </div> <!-- end main --> <div id="footer-sep"></div> <div id="footer"><div id="footer-content"><div> <a href="https://wiki.wesnoth.org/StartingPoints">Site Map</a> &#8226; <a href="https://status.wesnoth.org/">Site Status</a><br /> Copyright &copy; 2003&ndash;2024 by <a rel="author" href="https://wiki.wesnoth.org/Project">The Battle for Wesnoth Project</a> — Powered by <a href="https://www.mediawiki.org/">MediaWiki</a><br /> Site design Copyright &copy; 2017&ndash;2024 by Iris Morelle </div></div></div> <script>(window.RLQ=window.RLQ||[]).push(function(){mw.config.set({"wgPageParseReport":{"limitreport":{"cputime":"0.008","walltime":"0.008","ppvisitednodes":{"value":79,"limit":1000000},"ppgeneratednodes":{"value":84,"limit":1000000},"postexpandincludesize":{"value":0,"limit":2097152},"templateargumentsize":{"value":0,"limit":2097152},"expansiondepth":{"value":2,"limit":40},"expensivefunctioncount":{"value":0,"limit":100},"unstrip-depth":{"value":0,"limit":20},"unstrip-size":{"value":0,"limit":5000000},"timingprofile":["100.00% 0.000 1 -total"]},"cachereport":{"timestamp":"20241211023331","ttl":86400,"transientcontent":false}}});});</script><script>(window.RLQ=window.RLQ||[]).push(function(){mw.config.set({"wgBackendResponseTime":23});});</script></body></html>

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