beyond-all-reason / beyond-all-reason/RecoilEngine
Consider making synced ctrl error on invalid unitID
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- Dominant language
- C++
- Stars
- 683
- Forks
- 293
- Avg merge
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- Merged PRs (30d)
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Description
Right now almost all functions that accept unitID are just no-op if the ID is invalid. For LuaUI it's not necessarily a bad idea because it shouldn't reveal whether given ID doesn't exist or just isn't visible, and units that aren't visible probably shouldn't error.
This doesn't apply to synced ctrl functions though so perhaps we should make them error on invalid unitID. A caveat is that apparently LuaGaia is set not to be able to see/control non-gaia units so maybe it still applies there? Idk, worth checking.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the synced control functions that accept unitID, then compare their invalid-ID behavior with LuaUI and LuaGaia visibility and control restrictions. Check whether LuaGaia can see or control non-Gaia units; done means the intended error behavior is defined and consistently applied without exposing invisible units where that caveat still applies.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100