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[READY] Winter is coming #9200

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merged 2 commits into from Sep 25, 2014

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@Robik81
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commented Sep 23, 2014

CIB's overlay PR #8993 inspired me to add support for seasonal tiles.

New tileset IDs (without spaces, github was formatting underscores out without them, thanks git...):

  • {ITEM ID} _ season _ {SEASON}

Valid seasons: spring, summer, autumn, winter

You can use it for

  • changing terrain depending on season
  • fruit trees and berries can have tiles with fruit shown only in their harvest season
  • flowers can be shown as withered / 'hidden' during winter
  • mobs can have different look depending on season, like jackrabbit in screenshot below - his description is "The snowshoe hare, a small grass-eater with a brown fur coat that changes to white in the wintertime.", now it's true
  • probably other things

Screenshot from game (warning, it does show lack of art skills on my side):
winteriscoming01

There is WinterTest tileset included, for testing purposes only. Just a few of winter tiles were added.

Robik81 added some commits Sep 23, 2014

Seasonal Tiles
Support for seasonal tiles to be rendered depending on current season
WinterTest tileset
For testing purposes only. Do not merge tileset please.
@Robik81

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commented Sep 23, 2014

I made the WinterTest tileset by importing MShock32 tileset into my tileset editor, tweaked tiles there and exported it out.

Updating editor to overlays and seasons took way more time than changes in cataclysm code, but I just couldn't stand changing indexes in tileset.json direcly. Whoever does that has my respect (and is probably insane ^^ ).

Shameless plug follows:
winteriscoming02

@Mshock777

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commented Sep 23, 2014

I tried to avoid it as long as possible, but it's probably time to sort tiles.
And when are going to release new editor?
Also never used editors, and only results are sleep loss and playing the game just test something.
P.S. Seasons! Yeah, neat idea :-)

@Zireael07

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commented Sep 23, 2014

Woot, amazing!

@Robik81

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commented Sep 23, 2014

@Mshock777 I can post current version on forum today, if you want to try it out. It does not have importing of overlays and seasons implemented yet, but if you feed in tileset, which does not use these features, it is not a problem.

I will implement changes to import tomorrow, most likely.

@Zireael07 Thanks! It will need tileset author to use it first, to see results in game, though. looks around

@Aenye

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commented Sep 23, 2014

Bloody hell, this is amazing work !

@KA101

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commented Sep 23, 2014

For the record, the "validated" tag means that at least one dev (someone with merge rights) wants this to make it to mainline.

And I do. Get whatever else you need in it and I'll be glad to bring it aboard.

Git uses the ' mark for code-tags. So you'd want {ITEM ID}_season _{SEASON} as the formatting, correct?

@kevingranade

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commented Sep 24, 2014

Great idea! Really looking forward to this one.

@Robik81

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commented Sep 24, 2014

Thanks guys!

@KA101
Testing of markings...
{ITEM ID}_season_{SEASON}

Works! Valid seasonal ID should look like this. Here is example:

Regular id
t_tree
Winter season id
t_tree_season_winter

If there is no seasonal tile variant, default is rendered.

Code wise, it is done. I just want to try accelerated (season length 1 day) run to try it out, if I didn't break something.

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commented Sep 24, 2014

You've got the right idea with the snow'd terrain. In the event we ever make snow fields/furniture, the base ground should be mostly visible, with the snow field covering it up.

(Edited to clarify-KA101)

@Robik81 Robik81 changed the title Winter is coming [READY] Winter is coming Sep 24, 2014

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commented Sep 24, 2014

Tested it a bit more, not through accelerated seasons though, turns out 14 days is minimum length.

All is working as intended.

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commented Sep 24, 2014

Congrats. It's way too late ATM for me to merge anything, but if this hasn't landed and I'm up for merging tomorrow/later today, it'll make the queue. I presume it'll get in, but we do have to check.

@KA101 KA101 self-assigned this Sep 25, 2014

@KA101 KA101 merged commit 63625cc into CleverRaven:master Sep 25, 2014

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@Robik81 Robik81 deleted the Robik81:WinterIsComing branch Sep 25, 2014

@Mshock777

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commented Sep 27, 2014

I don't really know where to ask/show, but here is tweak for the new seasons tiles, is it better or worse?
tile

@Robik81

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commented Sep 27, 2014

Much better!

Great work here, cant wait to play with this.

@KA101

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commented Sep 27, 2014

Would be its own PR thread, MShock. I'd go for it.

You are getting into that inviso-mine problem we had with Coleen's, though. :-(

If the game's drawing the mine, that means that it's been spotted and that player needs to know There's A Trap Here, so I'd suggest making that grey border currently around it straight black, maybe with red/blue stripes. (That's so there's a clear contrast v. the snow. Different contrast in different seasons.)

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commented Sep 27, 2014

Visible mines are for pussies

It is not that big problem though, game asks you before you step on visible trap.

@KA101

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commented Sep 27, 2014

Robik makes a questionable comment about mine-visibility

???

I'd rather Smoke, Skeeter, or Pearl NOT step on a landmine--true, the mines being visible does help keep cats safe--and if I had feminine-coded genitalia, I don't think I'd mount a land mine thereon. My masculine-coded genitalia wouldn't be suitably protected by a land mine, either. (Seems like it might hurt.)

Issue happens when someone needs to plot a route in advance (how best to flee that critter?) and can't recognize the mine. If the player was using ASCII, the mine would be clearly visible. As is, the tile drawn when you don't see the mine (dirt mound) is more visible than the tile drawn when you do.

So that tile perpetuates an Interface Screw, and as such isn't mergeable.

@Robik81

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commented Sep 27, 2014

... pusillanimous

Well I would have problem if that landmine wasn't visible at all, but it is. If the landmine needs to be more visible, I prefer fancy image of poorly buried landmine than colored square.

@Mshock777

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commented Sep 27, 2014

Btw, dirt mound is just dirt mound, undiscovered mine is just dirt tile.
But I'll try to make trap tile more visible.

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