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A game of lonely space adventure
Home Page: http://pioneerspacesim.net/
This project forked from pioneerspacesim/pioneer
A game of lonely space adventure
Home Page: http://pioneerspacesim.net/
Allow systems to become explored in game and persist that state in save game.
Mentioned in http://spacesimcentral.com/ssc/topic/3924-there-is-a-way-to-map-update-info-the-unexplored-systems/?p=43415
Branch lwho/no_global_galaxy
RefCounted<Galaxy>
where needed
Galaxy
object part of Game
Galaxy
object (get rid of Pi::GetGalaxy()
)Create a third kind of target indicator (additional to nav and combat target) to be used for missions.
See http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=16&start=60#p776
with Lua event hooks onCargoTransfered
Would be nice for out-of-fuel and similar missions.
For example, for random star type selection
Space
has a SectorCache::Slave
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
StarSystemCache::Slave
from Galaxy
to Space
Space
as much as possibleCurrently 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.
...based ob whether they are in front or behind their parent body.
Related to upstream issue 154
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.
lwho/factions_cleanup
Game speed acceleration should be automatically changed based on speed and distance to bodies.
Second try
Record player events and show them in a filterable logbook.
Mentioned in http://spacesimcentral.com/ssc/topic/3875-galatic-exploration/?p=42937
Allow to specify time of game start (e.g. to start in daylight).
http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=267
std::enable_shared_from_this
RefCountedPtr<Class>
to std::shared_ptr<Class>
shared = bare_ptr->shared_from_this();
where necessary (there must already be a shared_ptr
for the object.RefCounted
classesGenerating sectors and star systems in Lua.
A star is still shown as hyperjump target when already in the system. It should be de-selected then.
Maybe in single-star systems there should not be a hyperjump target selection at all?
Systems with mission destinations should be visible and easily selectable as hyperjump target in the sector view.
Maybe the same for destination planets/orbital stations in system view.
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.
SystemBody
lwho/galgen_systembodies
Configurable keyboard shortcuts for filters;
Gas giants have a to shallow atmosphere because they use the gas constants of air. Make them use a hydrogen/helium mixture.
The fuel reserve for autopilot is currently hard-coded. It would be nice if this was configurable.
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