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pioneer's Issues

Sector-view enhancements

  • Lines, fuel consumption, duration for selected systems and hyperjump target
  • Print sector in detail box
  • Filter uninhabited systems

Properly isolate Galaxy object

Branch lwho/no_global_galaxy

  • Hold a local RefCounted<Galaxy> where needed
    • Custom system database
    • Factions database
    • Galaxy caches
    • Galaxy generator
    • StarSystems
    • Sector
    • Space
  • Make Galaxy object part of Game
  • Views
  • Lua API
  • Do not hold a global Galaxy object (get rid of Pi::GetGalaxy())

Unify Sector and StarSystemCache handling

  1. Space has a SectorCache::Slave
  2. StarSystemCache::Slave is part of Galaxy, but updated by Space

Galaxy having a StarSystemCache::Slave causes some complications. Furthermore, it does not seem correct that Sector and StarSystem are treated differently. I think the correct solution is to

  • Move StarSystemCache::Slave from Galaxy to Space
  • Unify the slave fillers in Space as much as possible

Allow to select star as a hyperjump target

Currently you can only select a system to be the target of the hyperjump and the primary star is automatically selected in multi-star systems.

With this PR you will be able to select any star in the destination system.

Should intra-system jumps be possible that way, too?
No, at least not in first implementation.

Stargates

Core systems should be connected by point-to-point stargates that allow hyperjumps without a hyperdrive. So, new players could start without a hyperdrive and still have a limited mobility among core systems.

  • Docking sequence like for orbital space stations
  • No fuel needed
  • Cost a fee

Game start time

Allow to specify time of game start (e.g. to start in daylight).

Migration to C++11 shared_ptr

http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=267

Migration steps for a class

  1. Derive class from std::enable_shared_from_this
  2. RefCountedPtr<Class> to std::shared_ptr<Class>
  3. shared = bare_ptr->shared_from_this(); where necessary (there must already be a shared_ptr for the object.

Current RefCounted classes

  • CameraContext
  • CollMesh
  • FileSystem::FileData
  • Galaxy
  • GalaxyGenerator
  • GalaxyObjectCache::Slave
  • GasPatchContext
  • GeoPatchContext
  • Graphics::GL2::RenderBuffer
  • Graphics::IndexBuffer
  • Graphics::Material
  • Graphics::Texture
  • Graphics::VertexBuffer
  • Random
  • SceneGraph::Node
  • Sector
  • StarSystem
  • SystemBody
  • Terrain
  • Text::DistanceFieldFont
  • Text::TextureFont
  • UI::Animation
  • UI::Widget

Making system bodies separately explorable

http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=268#p3145

This is issue is for implementing no. 2 of the above post:

Selectively exploring bodies of a system (e.g. by Andrew's exploration probes). This would require giving each body its own exploration flag (or levels). More complex than no. 1, but probably not so much. Actually, having this, we don't need no. 1 anymore, as Lua could automatically mark every gas giant in the system explored etc.

  • Exploration flag for SystemBody
  • Properly integrate with system exploration (partially explored?)
  • Show only bodies that are explored in system views
  • Making it accessible from Lua
  • Persisting exploration state

More keyboard shortcuts for SectorView

Configurable keyboard shortcuts for filters;

  • Draw vertical lines (V)
  • Label out-of-range systems (O)
  • Label uninhabited systems (U)
  • Maximum zoom-in (Ctrl-+)
  • Maximum zoom-out (Ctrl--)

Gas giant atmospheres

Gas giants have a to shallow atmosphere because they use the gas constants of air. Make them use a hydrogen/helium mixture.

Make fuel reserve configurable

The fuel reserve for autopilot is currently hard-coded. It would be nice if this was configurable.

  • At least in config.ini
  • Later maybe from F3 screen per-game?

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