Why do production site workers need walkload animation for directions other than SE?

Asked by Chuck Wilder on 2010-10-11

Currently every worker sprite in the game who has a potential to handle a ware(s) has walking with a load, "walkload", animations rendered for each of the six walking directions in the game engine, i.e. E, SE, SW, W, NW, and NE.

Naturally the carrier workers need walkload animation for all directions. Gathering workers like the farmers, fishers, forester and hunters who range away from their production sites would need walkload animation in all directions, as well.

However, for workers tied to a production site like a mine, smithy, weaving mill, etc., the only direction in which they would carry a ware is currently SE, the direction in which all buildings and building approaches in the game are oriented. This would imply that there are currently a great number of walkload animation files that would never be displayed.

That begs the questions,
 1) "Does the current code require animation for all directions for all bobs and sprites?" and
 2) "If they are not ever used, why fatten the distributions with files that will never be displayed?"
 3) "Can these unused graphics files be eliminated?"

Question information

Language:
English Edit question
Status:
Solved
For:
widelands Edit question
Assignee:
No assignee Edit question
Solved by:
SirVer
Solved:
2010-10-12
Last query:
2010-10-12
Last reply:
2010-10-12
SirVer (sirver) said : #1

i think those graphics are needed: for example if the building burns down while the worker carries out his produce where he becomes fugitive and runs around randomly with the ware.

but you have a point. he could drop the ware and we would not need a lot of graphics. What do others think about this?

Chuck Wilder (chuckw20) said : #2

In the event a production site is destroyed while the worker is carrying out a ware, would not the worker still drop the ware at the building's flag which would conceivably be still standing a very short distance away before the worker becomes fugitive?

If that is not the case, IMHO it is worth a coding change to avoid the bloating these rarely-if-ever-used files are causing.

Timowi (timo-wingender) said : #3

The flag can be destroyed together with the building (for example when you loose land during a fight). Then the worker will run around with the ware.

I think it is a good idea to drop wares in case a worker becomes fugitive and remove the graphics.

Best SirVer (sirver) said : #4

So this needs to be turned into a feature request.

Chuck Wilder (chuckw20) said : #5

Happy to oblige. :)

Chuck Wilder (chuckw20) said : #6

Thanks SirVer, that solved my question.