@Kalin
>Left-click a citizen to add numbers to relay st...
While this is fine and dandy in general we really need a better way to display numbers on tiles than using the speech boxes . This could potentially be added in the future once we have something in place for that.
>Right-click a scripted char to show line number of most recently executed script command, and maybe the Label used in the most recent Goto, Gosub, or Answer. I would limit this to playtesting or beta-testing.
Line wouldn't be that hard, but then we would also have to add line numbers to the list of commands which is a bit less trivial. Using flush speech + speech is probably still a better way to debug scripts.
> That is why I think this needs to be exposed. This is similar to move order not being visible in AE.
I disagree, I think those are vastly different. First would be how often they come up. Second would be that seeing the path would not be that useful anyway - they try to take the shortest path to the target, the rest would be a mess of things changing whenever they have to recalculate their path (which happens anytime something blocks their last cached path). Sure, there is value in seeing roughly what the path they take, but the almost-random fluctuations are impossible to predict, so your only option is to try things randomly until they fall into place, maybe.
The only benefit would be to immediately seeing roughly which path is the shortest which, while has a slightly annoying workaround - UU and waiting for a bit, which works for most cases.
> If you have two pieces of briar in diagonal, it is impossible to determine if they are part of two patches which happen to be next to each other, or if they are part of the same patch.
That does sound like something that would be nice to have and I may come back to this at a later stage before 5.2's release.
@bbb
> From this point on, I think the easiest solution would be an option to export the current puzzle state to the clipboard or to a file.
That sounds like a lot of work (now and with future maintenance) for very little gain. Anyone can get the sources and make a debug build of the game if they feel they need it for architecture, but this is the first time I've heard anyone coming close to needing this for gameplay. If there is some specific information you're missing do mention it (beyond what we're currently discussing).
>What exactly is stored?
I don't really know, someone else who knows citizen rules better can explain, or alternatively
here is their source code.
> There is (was?) an option to show (global) variables which change.
Ctrl+F7, which works during playtesting or when playing a regular hold that you currently have permissions to edit
> The only one I'd argue about is the Halph target and path. That shouldn't be too hard.
I spent 20 minutes trying to figure out how to say it nicely and I can't so I'll be blunt - that comment rubs me the wrong way.
The source code is on github and we welcome any and all help here, but among hundreds of requests and bugfixes to be done, what matters more is the value-cost ratio. And in my opinion this has very low value and enough cost to not want to implement it.
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