We already have "impassable" in cave walls, impassable mountains and the void.
- eleazar / jwb On Mar 6, 2008, at 4:33 PM, Eric S. Raymond wrote: > [EMAIL PROTECTED] <[EMAIL PROTECTED]>: >> I have a pretty comprehensive answer to these problems on the forums, >> which i call "terrain archetypes". > > I know. I was attempting to implement your terrain archetypes in C++ > when Mordante steered me to a WML-only solution for the "Road > (Grassland)" > glitch. > > As I hinted in my posting on roads in Wesnoth, I spent quite some time > thinking about what the set of terrain archetypes should actually be. > I came to the conclusion that the exising set of movetypes is actually > almost complete for this purpose. All that I could see adding were > "impassable", "road", and "floor", and I concluded that "road" and > "floor" don't need to be distinguished. > -- > <a href="http://www.catb.org/~esr/">Eric S. Raymond</a> > > _______________________________________________ > Wesnoth-dev mailing list > [email protected] > https://mail.gna.org/listinfo/wesnoth-dev > _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
