Posted by: trabber Shir
« on: September 23, 2021, 04:26:18 PM »It is looking like the UI is going to be the hard part of the basic idea. Gettign the data for the lists is just passing the SQL I already have 75% figured out to fetch().
The stretch goals are looking to be split half way down the middle but luckily in a good way.
Navigating the pops to the economic window is just calling zoom_to_pop, but actually handling the abandoning of the colony seems to need a very risky and unsafe execute() call.
Navigating somewhere useful when clickign a body would be a lot of fidgiting with the nodes directly but a button to create the colony would just need to invoke add_colony, so zoom_to_body_on_map should be good enough for the navigate behavior.
Running code at the end of a turn and rate limiting it to 30 days for performance seems to be trivial with connect_increment_end() but I cannot find any support for generating a custom event and in a first pass would likely resort to either a log_auto_fleet with a dummy fleet ID or popup_alert. It may be that as I get deeper into the UI node manipulation it will become obvious how to do the alerts, but I doubt it since they can manifest in multiple places.
The stretch goals are looking to be split half way down the middle but luckily in a good way.
Navigating the pops to the economic window is just calling zoom_to_pop, but actually handling the abandoning of the colony seems to need a very risky and unsafe execute() call.
Navigating somewhere useful when clickign a body would be a lot of fidgiting with the nodes directly but a button to create the colony would just need to invoke add_colony, so zoom_to_body_on_map should be good enough for the navigate behavior.
Running code at the end of a turn and rate limiting it to 30 days for performance seems to be trivial with connect_increment_end() but I cannot find any support for generating a custom event and in a first pass would likely resort to either a log_auto_fleet with a dummy fleet ID or popup_alert. It may be that as I get deeper into the UI node manipulation it will become obvious how to do the alerts, but I doubt it since they can manifest in multiple places.