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Changes in SeafaringImplementation

Editor Comment

discussion should go to the forums - however let's keep that as question here


Revision Differences of Revision 6

### Related links ¶

* Forum discussion: <http://wl.widelands.org/forum/topic/503/> ¶
* Launchpad blueprint: <https://blueprints.launchpad.net/widelands/+spec/ships> ¶

## General Idea ¶

This blueprint is meant to provide a step by step implementation guideline for: ¶

1) Shipyard buildings ¶

* Kind of building + input + worker type ¶

1b) Workers of the shipyard building -> production programs ¶

2) Ships ¶

* What type of map object is this? ¶
* What should it be able to do? ¶

3) Habours ¶

* What building type (child of warehouse ? ) ¶

4) Expedition and building of new settlements ¶

* How to handle? ¶

5) Things yet to be discussed: ¶

* do we want to have small rowboats as "water streets" like in settlers 2
?
* if yes, sho,uld these small rowboats shoube ablde not only transport wares but also workers, so that one could expand beyond rivers without the explicit need of a land connection?


### Shipyard buildings ¶

The shipyard should be a medium sized production site building. It should get occupied by a **shipwright**. It should have resource slots for wood/planks and cloth. ¶

The work program of the building should send the shipwright out to build a ship. ¶

(for point 5: should it produce rawboats? And if yes, with a switch button to either build rawboats or ships? ) ¶

(should there be different kind of ships? Small, medium and big merchant-ships? What about conquering harbour buildings of the enemy?) ¶

### Worker shipwright ¶

The shipwright costs 1 hammer + 1 carrier ¶

The work program should first check if there's already a mapobject of type "ship constructionsite" and if yes the worker should continue to build that ship. Else the program should search for a place near water and send the shipwrigth to that location to start building a new ship. ¶

### Ships ¶

* The "ship construction sites" should be handled similiar to a normal construction site with different building state pictures ¶
* Once the ship construction site reaches 100% it is transformed to a mapobject of type "ship" ¶

* Once harbours are implemented, the ship should (after beeing build) search for the nearest harbour of the owning player and swim there.