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Pick river/road/rail/maglev sprite depending on terrain class (closes #2232) #2252

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merged 2 commits into from
Mar 31, 2024

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hugomflavio
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@jwrober jwrober linked an issue Mar 31, 2024 that may be closed by this pull request
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@lmoureaux lmoureaux left a comment

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I think we need a new tileset feature flag for this. They're defined at the top of tilespec.cpp:

#define TILESPEC_CAPSTR                                                     \
  "+Freeciv-tilespec-Devel-2019-Jul-03 duplicates_ok precise-hp-bars "      \
  "unlimited-unit-select-frames unlimited-upkeep-sprites hex_corner"

The documentation page listing them should be updated as well, in docs/Modding/Tileset/compatibility.rst.

@lmoureaux lmoureaux enabled auto-merge (rebase) March 31, 2024 18:26
@lmoureaux lmoureaux merged commit f2f8421 into longturn:master Mar 31, 2024
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Terrain-specific extra sprites allow for different sprites to be used depending on the terrain. Currently,
only rivers/roads/rails/maglev sprites may be made terrain-specific, but compatibility for specials and
bases is expected to roll out soon. To use terrain-specific sprites, use the same nomenclature as before,
but with the terrain time included after the type of extra.
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"terrain time" sounds wrong. Should this be "terrain kind" or "terrain tile"?

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hugomflavio commented Mar 31, 2024 via email

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A small PR fixing it won't hurt. This way we don't forget

hugomflavio added a commit to hugomflavio/freeciv21 that referenced this pull request Mar 31, 2024
jwrober pushed a commit that referenced this pull request Mar 31, 2024
hugomflavio added a commit to hugomflavio/freeciv21 that referenced this pull request Apr 3, 2024
Introduced by longturn#2252. Fix is more of a patch than an actual solution.
Co-authored-by: Louis Moureaux <[email protected]>
jwrober pushed a commit that referenced this pull request Apr 3, 2024
Introduced by #2252. Fix is more of a patch than an actual solution.
Co-authored-by: Louis Moureaux <[email protected]>
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Change river/road/rail/maglev shape depending on terrain class
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