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Show locations of oil derricks on map previews with a $ sign/dot/etc #3359
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Other tech buildings too - heal icon for hospital, bio sign for biological lab, etc. |
The implementation of this overlaps with #3012. Both cases require maps to define UI artwork that must be loaded and displayed in the lobby, which isn't supported by our current setup. I think the best way of doing this is to add a |
I implemented this for my engine, but i'm not sure how good would it be for upstream. It is currently manually define everything in map.yaml (with format as below) and not realated to actors. Left is location, right is chrome.yaml reference under
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I'd like to see these glyphs support tooltips as well as simply showing artwork (which could otherwise be baked into the map preview). To start with IMO we can ignore custom map-defined icons, which is where most of the complexity lies. We can define a Doing it this way saves us from having to revise the map format or adding complexity to the map editor. |
The one major issue with my suggested approach is preventing overlap when multiple tech structures are placed next to eachother. If this is a problem then we should instead define dummy "marker" actors that can be placed in the editor instead of putting the traits directly on the normal actors. |
I have coded this as trait and made it show tooltips, but there are still some problems. I'm not at home rn and haven't uploaded the code to internet yet, so bo code to show but wanted to say here. I'm checking ModData.DefaultRules rn. I couldn't get it to properly read map rules and show the icons according to anything that may be changed. |
Here is video showing the loading process: https://youtu.be/k3r46m3kXFc |
I would need to see your code before I could properly comment, but it does seem like you are trying to load the rules from each individual map which will indeed be excruciatingly slow. Take the definitions from the mod rules instead. |
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