Should terrain be able to have vision different to movement? #8816
Labels
Enhancement
Issues that are requests for new features or changes to existing ones.
Question
Issues that are actually questions rather than problem reports.
Terrain
Issues that involve terrain definitions or their implementation in the engine.
Describe the desired feature
Units can already have separate vision and movement costs for a given terrain.
Terrain can already have defense calculations that are different to movement calculations, as in the many mixed terrains with
However, terrains always use the movement calculation for vision too. They don't support saying "this is a rusty gate, the movement is worst of (flat, impassible) but the vision is best of (flat, impassible)", instead there are hacks such as THoT S09's trick of giving all the dwarves
[vision_costs]impassable=3
.The question is, it it worth the effort to add it, will it be fun for players?
Note: there's already parts of an implementation, such as the
terrain_type::vision_type()
function. That doesn't get used in the pathfinding, and I'm considering removing it entirely - I just implemented a call to it from the help topic generator, only to find that it returns bogus results (saying "best of" rather than "worst of").The text was updated successfully, but these errors were encountered: