> 1. I wanted intentionally to reveal more land around the ruin of the 
> fortress as already seen by the player,

When playtesting i found that revealing randomly has not really an effect 
because most of the fields are already seen by the player. Additionally calling 
reveal_randomly() do now hide the fields automatically before revealing. So 
after discovering the key-field some parts get hidden and immediately revealed 
again. That looked not good.
But you are right, revealing some more fields around the ruin is better -> I 
used the standard function reveal_fields() now 
(https://wl.widelands.org/docs/wl/autogen_wl_game/#wl.game.Player.reveal_fields).
 Not tested yet. Are you fine with that?

> 2. the line to hide the region around the starting filed is absolutely 
> intentional

All reveal_* functions do now hide the given region automatically before 
revealing. I have implemented this to prevent typing each time two lines of 
code (1. hide, 2. reveal). This is much easier to use now. So calling 
hide_fields() isn't needed there. This is tested and revealing in a concentric 
way do work as expected.
-- 
https://code.launchpad.net/~widelands-dev/widelands/reveal_hide_animations/+merge/327062
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1687100-reveal_fields.

_______________________________________________
Mailing list: https://launchpad.net/~widelands-dev
Post to     : [email protected]
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp

Reply via email to