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New/Modified Features #33

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wants to merge 28 commits into from
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New/Modified Features #33

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jamckee
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@jamckee jamckee commented May 6, 2019

The settings menu now has check boxes for the 7 stats of a dinosaur, unchecking the boxes will hide those columns from the dino list on the right. I verified the oxygen and food stats were correct using dodorex stat calculator.

Added the stats to the mouseover of a dino in the hunt list.

Added a refresh button to the bottom right corner of main screen. Currently will only perform a data refresh in the case automatic changes were not detected. I have not seen a case where they have not been, but I plan to add a rconcmd to the server to saveworld to force an actual update.

Made the species list when adding dinosaurs editable so when you enter a phrase it will attempt to add all species that have the tag in it.

@coldino
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coldino commented May 8, 2019

Thanks for this!
I'll set aside some time to have a good look at it as soon as I can.

@jamckee
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jamckee commented May 9, 2019

No worries, after the initial pull request I also added filtering un-tameable dinos out in the settings menu.

And I made it so that if you already have a specific dino in a specific searchlist you're adding into that it wouldn't duplicate it. However, now I am not sure if that could have been a feature so you could track different levels of the same dino? You can still add a dino to multiple lists, just not the same list more than once.

If there is anything broken, or that needs some clarifying, let me know.

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Looks like it works well!
It is a substantial bit of work so inevitably I have some comments/changes in mind...

Adding "wildcard" entries needs to be looked at again. It's an unexpected behaviour for the user and it doesn't really solve the issue I've heard complained about most frequently (e.g. adding all Alpha species, even ones that aren't current on the map). Instead of performing the search when the entry is created it would be better to remember the wildcard and perform the search when it is selected for viewing. A mechanism similar to this is already use to show all tames, for example.

There's a couple of specific comments throughout the diff, and some more general comments:

  • With Food and Oxygen in the mix, stats everywhere should always be in the same order as in-game.
  • I'm unsure about the purpose/benefit of filtering untamables.
  • Follow the naming conventions of the project please, in respect to initial capital letters (including settings).

Obviously, some of it is easy for me to do when merging but I wanted to list all issues so they don't get missed by either of us.

Common/StatPoints.cs Outdated Show resolved Hide resolved
Common/StatPoints.cs Outdated Show resolved Hide resolved
LarkatorGUI/Converters.cs Outdated Show resolved Hide resolved
LarkatorGUI/MainWindow.xaml Outdated Show resolved Hide resolved
LarkatorGUI/MainWindow.xaml Outdated Show resolved Hide resolved
LarkatorGUI/MainWindow.xaml.cs Outdated Show resolved Hide resolved
LarkatorGUI/MainWindow.xaml.cs Outdated Show resolved Hide resolved
LarkatorGUI/SettingsWindow.xaml Outdated Show resolved Hide resolved
@jamckee
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jamckee commented May 11, 2019

For untamable dino filter, I implemented that to go along with issue #30, Since there isn't an easy way to verify a dino is in a cave, but there is a simple way to check if it was untameable this will give a makeshift filter to hide cave dinos.

jamckee added 2 commits May 11, 2019 09:49
… a try/catch block to default back to Shopping List if variable is lost
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jamckee commented May 11, 2019

I added a new check box to the create search dialog called Grouped search. When this box is checked the search is created as an actual wildcard search. This means if you type in Alpha with that box checked the word Alpha is saved as the search string, then when dino's are displayed on the right that phrase is re-matched. With the box unchecked it behaves how I had wrote it earlier.

The reason I initially choose to write it that way was because a list of multiple dino's on the right has no way to distinguish between each dino without mousing over and checking the tool tip. By making each a separate query you can still quickly find a specific dino if it shows up in the combined list. In this screenshot the group and ungroup show the two different results in the search list.
image

In my use case to make it functionally usable for finding specific dino's there would need to be an easier way to identify each individual species.

@coldino
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coldino commented May 29, 2019

Okay I'll accept this with a few changes I can do myself. Soon, hopefully!

@hcgamer
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hcgamer commented Jun 20, 2019

jamckee can you please release your version? it's been 3 weeks now and this branch hasn't been updated :(

@coldino
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coldino commented Jun 20, 2019

I have made progress integrating this work, but I felt the need to do some more cleanup and UI tweaks and that isn't ready yet.

@jamckee
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jamckee commented Jun 20, 2019

jamckee can you please release your version? it's been 3 weeks now and this branch hasn't been updated :(

All the work I have done can be found in the fork on my repository. There is a pre-release of my devel branch in my repository for those who can't manually compile the code. I put in the pull request to try and help with feature requests and functions I used without a total UI plan in mind, so Coldino's UI overhaul could be a great improvement over what I have compiled in my fork.

@hcgamer
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hcgamer commented Jun 26, 2019

jamckee can you please release your version? it's been 3 weeks now and this branch hasn't been updated :(

All the work I have done can be found in the fork on my repository. There is a pre-release of my devel branch in my repository for those who can't manually compile the code. I put in the pull request to try and help with feature requests and functions I used without a total UI plan in mind, so Coldino's UI overhaul could be a great improvement over what I have compiled in my fork.

Thank you very much friend.

@ThomasGaebler
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In the MainWindow.xaml some stat values are confused:

                    <DataGridTextColumn x:Name="health" Header="Hp" Visibility="{Binding Source={StaticResource Settings}, Path=Default.ShowHealth, Converter={StaticResource BoolToVisibilityConverter}}" Width="1*" Binding="{Binding Path=Dino.WildLevels.Health}"/>
                    <DataGridTextColumn x:Name="stamina" Header="St" Visibility="{Binding Source={StaticResource Settings}, Path=Default.ShowStam, Converter={StaticResource BoolToVisibilityConverter}}" Width="1*" Binding="{Binding Path=Dino.WildLevels.Stamina}"/>
                    <DataGridTextColumn x:Name="oxygen" Header="Ox" Visibility="{Binding Source={StaticResource Settings}, Path=Default.ShowOxygen, Converter={StaticResource BoolToVisibilityConverter}}" Width="1*" Binding="{Binding Path=Dino.WildLevels.Weight}"/>
                    <DataGridTextColumn x:Name="food" Header="Fd" Visibility="{Binding Source={StaticResource Settings}, Path=Default.ShowFood, Converter={StaticResource BoolToVisibilityConverter}}" Width="1*" Binding="{Binding Path=Dino.WildLevels.Melee}"/>
                    <DataGridTextColumn x:Name="weight" Header="We" Visibility="{Binding Source={StaticResource Settings}, Path=Default.ShowWeight, Converter={StaticResource BoolToVisibilityConverter}}" Width="1*" Binding="{Binding Path=Dino.WildLevels.Speed}"/>
                    <DataGridTextColumn x:Name="melee" Header="Me" Visibility="{Binding Source={StaticResource Settings}, Path=Default.ShowMelee, Converter={StaticResource BoolToVisibilityConverter}}" Width="1*" Binding="{Binding Path=Dino.WildLevels.Food}"/>
                    <DataGridTextColumn x:Name="speed" Header="Sp" Visibility="{Binding Source={StaticResource Settings}, Path=Default.ShowSpeed, Converter={StaticResource BoolToVisibilityConverter}}" Width="1*" Binding="{Binding Path=Dino.WildLevels.Oxygen}"/>

x:Name="oxygen" - Binding="{Binding Path=Dino.WildLevels.Weight}"
x:Name="food" - Binding="{Binding Path=Dino.WildLevels.Melee}"
x:Name="weight" - Binding="{Binding Path=Dino.WildLevels.Speed}"
x:Name="melee" - Binding="{Binding Path=Dino.WildLevels.Food}"
x:Name="speed" - Binding="{Binding Path=Dino.WildLevels.Oxygen}"

This was referenced Mar 17, 2021
coldino added a commit that referenced this pull request Apr 3, 2021
* Added the Genesis map (first one)
* Added the Valguero map (Closes #39 - thanks @Rottenbeer)
* Added the Crystal Isles map (thanks @m-soltys)
* Recalibrated **all** the maps using a new calibration system (Fixes #35)
* Updated ArkSavegameToolkit (a longshot that might help #47 or #51)
* Added button to force a Refresh of the savegame - off by default (from #33, thanks @jamckee)
* Added options to change which stats are displayed (Fix #31, from #33, thanks @jamckee)
* Added support for partial species name match (from #33, thanks @jamckee)
* Added option to hide untameable species (Fix #30, from #33, thanks @jamckee)
* Fix teleport coordinates when in a locale that switches , and . (Fix #48, closes #40 - thanks @WiredSharp)
* Never show the hover skiff "species"
* Fixed a rare crash when reordering searches with drag&drop
* Beef up error handling when accessing the clipboard (Fixes #45)
* Allow search gender to be changed with click and add a tooltip for how to change levels
* Introduce a new calibration system based on placed storage boxes in the world (see https://github.com/coldino/Larkator/wiki/Calibrating-New-Maps for more info)
* Add protection against corrupted config files (Fixes #46)
* Improve the savegame file watcher to hopefully never, ever need the refresh button

Closes #50, Closes #52.
@coldino
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coldino commented Apr 3, 2021

This is all merged finally ❤️

@coldino coldino closed this Apr 3, 2021
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4 participants