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fleetA->moveTo(somwhere);
ShipPartOfFleetA->ColonizePlanet(somewherePlanetP);
If such thing is possible, where can I find a code example ?
Thanks
Moderator: Committer
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fleetA->moveTo(somwhere);
ShipPartOfFleetA->ColonizePlanet(somewherePlanetP);
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class FO_COMMON_API Order {
private:
Order* m_next_order; // a pointer to the next order to execute if *this is successful
};
I don't see anything inherently wrong with the idea. "would enable" is of course much too strong of a description, "could be part of enabling" seems more like it.vincele wrote:would enable what I want ? Something wrong with this idea ?
I've not looked at the server or marshalling sides of things at all, BTW...
There is actually a thing called SaveGameUIData inside PlayerSaveGameData. That might be a good place to store them, too.That would probably come with the caveat that the latter portion of multi-part Orders would be lost upon save/load (unless you add some new carry_over_order_list attribute to the Empire class).
I don't have a problem with warships needing orders on launch, as I have zero clue what they'll be needed for when I queue them up in the mid to late game, it'll depend entirely on how well various fights are going and whether an AI is attacking from an unexpected quarter.Mitten.O wrote: Ideally you could say what a ship should do already when you start buildind it.
Is the undo support useful for the server-side ? I would imagine it is only for the client...Dilvish wrote:So if you want the server managing this handling for Orders to carry-over to the next turn would have to be added, and would probably be even more messy than regular Orders to provide 'undo' support for.
OK the client-side seems sensible choice. The storing into savegame is not my priority though, I'll have to modify my ship selection code to handle multiple species first, then hook the action in the sidepanel's context menu too before venturing into order sequencing and savegame handling.Dilvish wrote:It is seeming to me that the simplest approach would be to handle such a thing purely on the client side, with the client keeping track of when it is time to submit the next order to the server, and not necessarily adding any attributes to the Order class at all. That would probably come with the caveat that the latter portion of multi-part Orders would be lost upon save/load (unless you add some new carry_over_order_list attribute to the Empire class).
... and that's the issue here. If you could mark a fleet as "it is not moving and I like it this way", then this functionality would actually become useful.Geoff the Medio wrote:I think "idle" means not moving in this context.
How had I not noticed that before?Geoff the Medio wrote:FreeOrion has hotkey commands for cycling through fleets and idle fleets. I think "idle" means not moving in this context.
No idea.MatGB wrote:"First"? What's that?
Define "frozen"?Also, having clicked it to see if I can change it, my game has now frozen.
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<map>
<design>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_d</design>
<end_turn>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_RETURN</end_turn>
<menu>GGK_F10</menu>
<open_chat>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_t</open_chat>
<production>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_p</production>
<research>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_r</research>
<return_to_map>GGK_ESCAPE</return_to_map>
<sit_rep>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_n</sit_rep>
<zoom_home_system>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_h</zoom_home_system>
<zoom_in>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_z</zoom_in>
<zoom_in_alt>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_KP_PLUS</zoom_in_alt>
<zoom_next_fleet>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_g</zoom_next_fleet>
<zoom_next_idle_fleet>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_l</zoom_next_idle_fleet>
<zoom_next_system>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_GREATER</zoom_next_system>
<zoom_out>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_x</zoom_out>
<zoom_out_alt>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_KP_MINUS</zoom_out_alt>
<zoom_prev_fleet>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_f</zoom_prev_fleet>
<zoom_prev_idle_fleet>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_k</zoom_prev_idle_fleet>
<zoom_prev_system>MOD_KEY_LCTRL | MOD_KEY_RCTRL+GGK_LESS</zoom_prev_system>
</map>