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Refactor monsters shift-v menu #36722

Merged
merged 20 commits into from
Apr 3, 2020
Merged

Refactor monsters shift-v menu #36722

merged 20 commits into from
Apr 3, 2020

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8street
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@8street 8street commented Jan 5, 2020

Summary

SUMMARY: Bugfixes "Refactor monsters shift-v menu"

Purpose of change

The monsters shift-v menu does not look very good.

Describe the solution

Changes in monsters shift-v menu:

Describe alternatives you've considered

Do nothing.

Testing

Before
fix2

After
fix3
fix4

@8street 8street changed the title [WIP] Refactor monsters shift-v menu Refactor monsters shift-v menu Jan 6, 2020
@curstwist curstwist added [C++] Changes (can be) made in C++. Previously named `Code` Info / User Interface Game - player communication, menus, etc. labels Jan 6, 2020
@JonnieCache
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Would it be possible to color code the monster names as well? I often find myself wishing for that.

@8street
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8street commented Jan 31, 2020

Would it be possible to color code the monster names as well?

How would you like to coloring the names of the monsters? In relation to the player, for example, hostile monsters are red? Or do you just want to highlight the name with a different color? Please provide an example.

Note that all changes a colors of monsters here will remain in the monsters shift-v menu. For global coloring of monster names, please create a topic in the Issues. Maybe someone will make your request.

@JonnieCache
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Would it be possible to color code the monster names as well?

How would you like to coloring the names of the monsters? In relation to the player, for example, hostile monsters are red? Or do you just want to highlight the name with a different color? Please provide an example.

In the "compass" view, monster names are shown from gray for the lowest level monsters, through white for slightly more dangerous ones, then pink, all the way through to bright red which is the highest Ive personally seen.

I often see a dangerous monster by spotting the color, then hit shift+V, wanting to know its location, but when looking at the list I realise I didn't actually notice the name of the monster, just the color, so I have to leave the shift+V menu, match the color with a name from the compass, then reopen the shift+V menu to find the right zombie.

@8street
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8street commented Feb 6, 2020

Well, monsters menu look better.
coloring

Also I'd added coloring of the monster's name in the monster info window.

@snipercup
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Should incorporate 3d field of vision?
image

@8street
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8street commented Feb 7, 2020

Should incorporate 3d field of vision?

Thx for testing. Fixed.
fix1

@Night-Pryanik
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With your latest improvements on directions labels the PR should also close #31618.

@8street
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8street commented Feb 7, 2020

With your latest improvements on directions labels the PR should also close #31618.

I'd updated the first topic.
Also I discovered another bug #24436. I will fix it a little later.

@Night-Pryanik
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Could you please provide a screenshot with more terminal height? Say, 50-60?
Also, with a gigantic naked mole-rat?

@8street
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8street commented Feb 8, 2020

Could you please provide a screenshot with more terminal height? Say, 50-60?

screen
The resolution of the my screen is 1080p.

@8street
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8street commented Feb 8, 2020

Maybe I will need to make a new PR, where the all blue color be brighter. This is not the first time that blue is not clear visible.

@Night-Pryanik
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Maybe I will need to make a new PR, where the all blue color be brighter. This is not the first time that blue is not clear visible.

You mean blue-on-black names like Z-9?

@8street
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8street commented Feb 8, 2020

You mean blue-on-black names like Z-9?

Yes. You have no problems reading such blue text?

@Night-Pryanik
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I do have problems with that combination of colors, and I'll appreciate if you change them to, say, light blue on black. But that would be better implemented in separate PR.

@kevingranade kevingranade merged commit 2657814 into CleverRaven:master Apr 3, 2020
@8street 8street deleted the Fix-borders-in-monsters-shift-v-menu branch April 3, 2020 08:49
tung added a commit to tung/Cataclysm-DDA that referenced this pull request Jun 23, 2020
* Editing game.cpp

* Editing game.cpp 2

* Editing game.cpp 3

* Editing game.cpp 4

* Editing game.cpp 5

* Astyle

* To satisfy Clang-tidy build

* Coloring monster names and some fix

* Some polishing

* Fix npc info

* Another fix

* Fix long 3d vision directions text

* Fixed CleverRaven#24436

Based on commit 2657814 by 8street, originally
merged into mainline by KevinGranade.
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