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[GM interface improvements] GM input dialogue and Add ship filtering #1926
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I have a few ideas for this. For both GM test input as well as player comms text input. |
GuiListbox would need to add support for icons. It doesn't use standard GUI buttons, which support icons, but instead draws its own. This is also why science DB buttons can't use icons, because they also use GuiListbox. EDIT: Split to #1929 for separate PR targeting and discussion. |
The two current splits are keyed by ship type as defined in the template. Keeping CPU and Player ship lists separate while adding another criteria requires a multi-dimensional approach to cycling the ship list. Alternatively, we can optionally change the ship list order. It's currently hardcoded to alphabetical on ship template locale name, but there's not much reason we can't add a control to include additional sort parameters, such as by class. EDIT: Split to #1932 for separate PR targeting and discussion. |
I wonder if it would be possible to add GM input dialogue. My idea is something along the lines of
addGMMessage
, where that message will get string from GM (similar to pthon'sinput()
function). For example if I have default values of what radar range will newly spawned ship have, then I could be able to modify it easily from GM interface. I believe this will allow for a lot more options in GM interface throughaddGMFunction
.Second idea: When spawning ships in GM interface, could we have more filters than just NPC/Player ships? For example by class? Science database has it, but in GM screen I need to remember every ship in the list by heart or skip most of them and just use that few I remember.
Also ship radar icon could be on the ship button for easier orientation in the list. At a first glance I can feel what strength the ship will be (at least if GM is experienced Science station operator). It will really allow for better quick-reactions for player activities in fully GM-ed sessions.
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