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After reading this page
[[File:Api_future_design.png|thumb|right|400px|All available types of [[Action]]s]]


* You've learned what actions are
* You've learned what categories are
* You've learned how actions can influence indicators
* You've learned how to add and remove actions to a stakeholder


__TOC__
An action is an activity a [[stakeholder]] can perform to potentially achieve their objectives. A typical example of an action would be a housing corporation constructing social housing, or a water board realizing open water.


[[File:game_overview.jpg|frameless|200px]]
Actions can be grouped together using [[Action Menu]]s. In the [[viewer ]]interface, Action menu that are available to a [[stakeholder]] are shown in the [[Action menu panel]] found the left part of the viewer interface. Selecting an Action Menu from the Action menu panel opens the Action panel, which provides options to plan an Action.


==What is an Action==
When a user plans an action, it changes the future situation and will often have an effect on [[overlays]] and [[indicators]]. For example, when a stakeholder plants new trees, this action will have an effect on the [[Livability (Overlay)|Livability overlay]] and consequently on the [[Livability (Indicator)|Livability indicator]].


An action is an activity a Stakeholder can perform to achieve his [[objective]]. A typical example of an action would be a Housing Corporation aiming to realize social housing, or a Waterboard aiming to realize open water. Actions are tied to specific Stakeholders, referring to the capability each stakeholder has to influence the [[3D World]]. For example the waterboard has the capability to realize Open water, but not social housing or roads.
Actions taken are tied to specific stakeholders, allowing the recording of costs and incomes. As an example, the waterboard can be configured to have the capability to create waterways, but not social housing or roads. Since a stakeholder can be configured to have access to many different actions available, actions are organized using [[#Action Menus|Action menus]].  


== How actions relate to the Tygron Engine ==
[[Planned situation|Planned actions]] are generally not final. They can be canceled by the stakeholder that performed the action and sometimes be reverted by stakeholders that own the property. For reverting actions, see [[#Special Actions]]


When a user plans an action it will influence the [[3D World]] and have a certain effect on [[Indicators]]. The effect of the planned action simulates the effect the action would have in the real world. When a plants new trees, this action would have an effect on the indicator Quality of Life. Since a player can have different actions available to reach their targets, actions are organized into [[#Categories|categories]].
Each action is logged in the [[Action Log]], which can be used to trace back which actions have been taken during a [[session]] or [[test run]].


===Effects of Actions on Indicators===
{{clear}}
===Types of Actions===
A lot of predefined actions are available in {{software}}. Each project can have its own set of available actions. Furthermore, not every action has to be available for each [[stakeholder]]. Since Projects created in the {{software}} have their focus primarily on urban planning, most of the available actions are construction options. These options allow stakeholders to plan constructions based on available [[functions]].


Actions players take have an effect on [[indicators]]. Planning 8.100m2 of "Stadspark" in the Bedrijventerrein template (action), increases the Quality of Life indicator (effect) by 21.8%. The effect of the actions on indicators can be changed. For information about effects of actions see [[function values]].
This section describes the types of actions that can be taken and what effect they will have when planned in your project.


[[Editor]]
Actions that require a drawn selection:
→ [[Editor Menu bar]]
* [[Function]]s.
→ Stakeholders
: ''The most common type of action, the [[function]], can be applied to your project by drawing a selection. When applied, a [[building]] with that function will be planned in your project.''
→ Actions
* [[Upgrade Type|Upgrade]]s
: ''[[Buildings]] can be upgraded using [[Upgrade Types]], provided an upgrade definition exists within that Upgrade Type which applies to that building's [[function]]. Upgrades can be used to improve the building to a related function, or to change the building to a completely different function [[category]].''
* [[Levee]]s
* [[Attribute action]]s
: ''Similar to upgrades, although these actions do not change the function of a building. Instead, they set particular attribute values. These values can be set (at locked) by the creator of the action, or be configured by stakeholders applying these actions.''
* [[Special Option]]s:
: ''These are actions that have a functionality that cannot be further configured.
** [[Demolish]] and [[demolish underground]]
** [[Revert]]
** [[Raise land]] and [[Lower land]]
** [[Buy land]] and [[Sell land]]


For information about the effects actions have on indicators see [[function values]].
Actions that open an additional panel:
* [[Finance view]]
* [[Transfer money]]


===Categories===
Actions that will be applied directly:
* [[Measure]]s
* [[Event bundle]]s


For each stakeholder, their actions are organized into categories. Similar actions, such as creation of infrastructure (roads, traintracks, etc) or housing (villas, apartments, etc), can be grouped together into the same category. By roughly matching the indicators relevant to the stakeholder, it is possible for players to weigh choices of actions against each other easily.
====Impact of Actions====
Most actions have effects on buildings; planning new or demolishing or upgrading them. This will often have an effect on one or more indicators. Each action on a building has a [[Financial System#Costs|cost]] that will negatively affect the acting stakeholder's [[Budget (Indicator)|budget]].


Categories can also be shared between stakeholders. This means that two or more stakeholders can have access to the same category, and to the same actions within that category. An example of a category that could be shared among stakeholders would be a category with financial actions, such as the ability to transfer money. Having a category shared with another stakeholder has no effect on the usability of a category or the actions therein.
For changing the effects of the buildings on the indicators, see [[functions]].


===Available Actions===
====Measures and Events====
[[Measures]] and [[event]]s also need to be defined before they can be added to a stakeholder's action menu. Events simply cause other things to happen during the session when they are activated. Measures may have a variety of effects.


Predefined actions are available in Tygron Engine. Not all those actions have to be available to the players in all games. Available actions that the user can add to a category are divided in 3 different [[list of action groups|action groups]].
{{article end
|howtos=
* [[How to add and remove an action menu]]
* [[How to edit an action menu]]
* [[How to add and remove actions]]
*[[How to add a Panel which can be opened from an Action Menu]]
*[[How to add an Attribute Action to your project]]
*[[How to add Financial Actions to your project]]
|seealso=
*[[Action Menu]]
*[[Action Log]]
*[[Action panel]]
*[[Planned situation]]
}}


==Adding and removing actions==


In the editor, you can add, remove and reorganize actions and categories in the game as desired. To do this, you can open the "Actions" panel from the "Stakeholder" menu in the editor.


[[Editor]]
{{Editor future design nav}}
→ [[Editor Menu bar]]
[[Category:Action]]
→ Stakeholders
→ Actions
 
[[File:Editor - categories.jpg|framed|none|The action screen of the editor.]]
 
To add an action to a stakeholder, the stakeholder first needs to have at least one category to place the action in. It is not possible to add an action to a stakeholder without organizing it into a category. A category without actions will appear to a player as an empty category, but does not directly serve any purpose.
 
===Editing categories===
In the middle of the panel, you will see the existing categories. When you select a category, the right of the pannel will automatically be filled with the information pertaining to that category. A number of properties pertaining to a category can be edited.
 
====Category Name====
: ''This Category name field is the name of the category. The Category name is displayed when a player hovers the mouse over a category. You can change the name of the category by editing the textfield.''
 
====Category Icon====
 
: ''The Category icon is a visual representation of a Category. The category icon is used to group several actions into. You can change the icon by clicking the Category icon and choosing an image from the list of images that appears.''
 
====Category Order====
: ''The category order defines the order in which the categories are being presented to the user. You can change the order by selecting a category and pressing Move up and Move Down.
 
===Adding and removing categories===
 
:''To add a category Right-Click the middle pane, and choose Add Category.''
 
:''To remove a category, select the category you want to remove Right-Click and select Delete from stakeholder''
 
===Adding and removing actions===
 
:''To add an action to a category, drag an action from the left pane (for example, "Construction options -> Agriculture -> Corn Fields") to an available Category. When no category is available yet you need to to add a category first.''
 
:''To remove an action from a category, select the action you want to remove from the category you want to remove, Right-Click and select "Delete Option"''

Latest revision as of 09:07, 18 December 2023

All available types of Actions


An action is an activity a stakeholder can perform to potentially achieve their objectives. A typical example of an action would be a housing corporation constructing social housing, or a water board realizing open water.

Actions can be grouped together using Action Menus. In the viewer interface, Action menu that are available to a stakeholder are shown in the Action menu panel found the left part of the viewer interface. Selecting an Action Menu from the Action menu panel opens the Action panel, which provides options to plan an Action.

When a user plans an action, it changes the future situation and will often have an effect on overlays and indicators. For example, when a stakeholder plants new trees, this action will have an effect on the Livability overlay and consequently on the Livability indicator.

Actions taken are tied to specific stakeholders, allowing the recording of costs and incomes. As an example, the waterboard can be configured to have the capability to create waterways, but not social housing or roads. Since a stakeholder can be configured to have access to many different actions available, actions are organized using Action menus.

Planned actions are generally not final. They can be canceled by the stakeholder that performed the action and sometimes be reverted by stakeholders that own the property. For reverting actions, see #Special Actions

Each action is logged in the Action Log, which can be used to trace back which actions have been taken during a session or test run.

Types of Actions

A lot of predefined actions are available in Tygron Platform. Each project can have its own set of available actions. Furthermore, not every action has to be available for each stakeholder. Since Projects created in the Tygron Platform have their focus primarily on urban planning, most of the available actions are construction options. These options allow stakeholders to plan constructions based on available functions.

This section describes the types of actions that can be taken and what effect they will have when planned in your project.

Actions that require a drawn selection:

The most common type of action, the function, can be applied to your project by drawing a selection. When applied, a building with that function will be planned in your project.
Buildings can be upgraded using Upgrade Types, provided an upgrade definition exists within that Upgrade Type which applies to that building's function. Upgrades can be used to improve the building to a related function, or to change the building to a completely different function category.
Similar to upgrades, although these actions do not change the function of a building. Instead, they set particular attribute values. These values can be set (at locked) by the creator of the action, or be configured by stakeholders applying these actions.
These are actions that have a functionality that cannot be further configured.

Actions that open an additional panel:

Actions that will be applied directly:

Impact of Actions

Most actions have effects on buildings; planning new or demolishing or upgrading them. This will often have an effect on one or more indicators. Each action on a building has a cost that will negatively affect the acting stakeholder's budget.

For changing the effects of the buildings on the indicators, see functions.

Measures and Events

Measures and events also need to be defined before they can be added to a stakeholder's action menu. Events simply cause other things to happen during the session when they are activated. Measures may have a variety of effects.