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unit_recall: Show unrecallable units grayed out. #4362
unit_recall: Show unrecallable units grayed out. #4362
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Perhaps label should still be set in the cfg file and C++ would just conditionally append |
@soliton- I wanted to do that, actually, but couldn't figure out how. Would that be |
Sorry don't know much about GUI2. I just assumed you have access to the cfg file via a config object somewhere. |
From.looking at the code this only checks for costs and.nit for [filter_recall] of the leader? |
I wonder whether it should also check for free tiles. |
Units that don't match the [filter_recall] do not appear in the dialog in the first place. (The list of units passed to
Maybe... 🤔 but I don't consider this a blocker. |
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@soliton- That worked, so pushed. |
Matches new unit_recall behavior
Copied from unit_recruit.
Wasn't the gold already shown in red before? I currently tend to say I like the previous way better because it makes clearer why exactly you cannot recruit the unit. |
Old behavior: the gold is shown in red if the unit has a recall_cost higher than the team's recall_cost, regardless of how much gold the team has in the bank. New behavior: if the unit's recall cost is higher than the team's gold, the line is gray. Otherwise, same as old behavior. |
…hiteboard. This makes it so if you try to recall and your recall list is empty when accounting for the whiteboard, you get the "There are no troops" error rather than the "You currently can't recall" error below it.
(cherry picked from commit 28d1db5)
(cherry picked from commit 28d1db5)
(cherry picked from commit 28d1db5)
Part of issue #1282.
Looks like this:
test case