Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/empire into lp:widelands

2015-04-25 Thread GunChleoc
No problem. Thanks for the review - things can't be proofread too often :)
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/find_attack_soldiers into lp:widelands

2015-04-25 Thread GunChleoc
Can you create a bug report for this, so we can take care of it in a separate 
branch? I have worked with signals before on the UI and might be able to figure 
it out, so I would put it on my todo-list.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1390793 into lp:widelands

2015-04-25 Thread GunChleoc
Why don't you try having a look at the code? I don't understand all the GL 
stuff SirVer is doing either, but I review it anyway, because there is no-one 
else to do it. Granted, this branch might be a bit too big to start doing your 
first code review.

1. The seafaring checkbox is for the filter checkbox when players want to 
select a map to start a new game. Analyzing all the maps there would be to time 
consuming. So, this is part of the "preload" packet that lets players see 
information about the map without loading the whole map.

2. I am using the same element for starting new games - I think editors should 
be able to figure this out? The tooltip is only there to give the player the 
English or translated name of the map, and only makes a difference if you don't 
choose English as your interface language.

3. I don't think I have the space on small screens - e.g. set your Widelands to 
800x600 resolution, then go to Single Player -> New Game and pick Trident of 
Fire. The map details used here are the same as in the editor, to cut down on 
code repetition.

4. I agree, I am open to suggestions :)

5 - 6. Yes, out of scope. Can you open a new bug please? I am chasing deadlines 
this week.

7. Without the list of maps, you won't be able to pick a directory. I am 
against displaying map details for anything that you pick on the list, because 
as you say yourself, the map options for the map to be saved it the information 
needed here. What would be the use of displaying the file name twice? I'm not 
sure I understand what you're getting at here :( The filename edit field is 
pre-filled with the last filename that the map was saved under, so it's the 
current filename anyway. If it's a new map, it picks "No Name" as a filename.

8. Good idea. I was thinking "Type a new name, or select a map from the list to 
overwrite an existing map file." This isn't entirely correct though - if this 
map has been saved before, it will be overwritten (unless the user changes the 
contents of the edit box) without the need to select something from the list. 
My brain is mush at the moment, so I'm open to suggestions :)

-- 
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lp:~widelands-dev/widelands/bug-1390793 into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/find_attack_soldiers into lp:widelands

2015-04-25 Thread Martin Schmidt
I will create a bug report as soon as this branch is merged.
-- 
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[Widelands-dev] [Merge] lp:~hjd/widelands/codecheck-and-deduplication into lp:widelands

2015-04-25 Thread Hans Joachim Desserud
Hans Joachim Desserud has proposed merging 
lp:~hjd/widelands/codecheck-and-deduplication into lp:widelands.

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~hjd/widelands/codecheck-and-deduplication/+merge/257464

I started looking at a whitespace codecheck issue, but noticed some duplicated 
code nearby and ended up fixing that as well.

The first section in each case of this if was identical, so I restructured it 
to place the conditional check inside the loop and always run the common code 
before checking sparam1 more thoroughly.

Could arguably be refactored further into its own method if that makes the code 
more readable.
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~hjd/widelands/codecheck-and-deduplication into lp:widelands.
=== modified file 'src/logic/worker.cc'
--- src/logic/worker.cc	2015-04-22 19:13:03 +
+++ src/logic/worker.cc	2015-04-25 17:39:47 +
@@ -396,22 +396,21 @@
 	Area area (map.get_fcoords(get_position()), 0);
 	bool found_reserved = false;
 
-	if (action.sparam1 == "immovable") {
-
-		for (;; ++area.radius) {
-			if (action.iparam1 < area.radius) {
-send_signal(game, "fail"); //  no object found, cannot run program
-pop_task(game);
-if (upcast(ProductionSite, productionsite, get_location(game))) {
-	if (!found_reserved) {
-		productionsite->notify_player(game, 30);
-	}
-	else {
-		productionsite->unnotify_player();
-	}
-}
-return true;
+	for (;; ++area.radius) {
+		if (action.iparam1 < area.radius) {
+			send_signal(game, "fail"); //  no object found, cannot run program
+			pop_task(game);
+			if (upcast(ProductionSite, productionsite, get_location(game))) {
+if (!found_reserved) {
+	productionsite->notify_player(game, 30);
+}
+else {
+	productionsite->unnotify_player();
+}
 			}
+			return true;
+		}
+		if (action.sparam1 == "immovable") {
 			std::vector list;
 			if (action.iparam2 < 0)
 map.find_reachable_immovables
@@ -443,25 +442,9 @@
 		(game, state, list[game.logic_rand() % list.size()].object);
 break;
 			}
-		}
-	} else {
-		for (;; ++area.radius) {
-			if (action.iparam1 < area.radius) {
-send_signal(game, "fail"); //  no object found, cannot run program
-pop_task(game);
-if (upcast(ProductionSite, productionsite, get_location(game))){
-	if (!found_reserved) {
-		productionsite->notify_player(game, 30);
-	}
-	else {
-		productionsite->unnotify_player();
-	}
-}
-return true;
-			}
-			else {
-			  if ( upcast(ProductionSite, productionsite, get_location(game)))
-productionsite->unnotify_player();
+		} else {
+			if (upcast(ProductionSite, productionsite, get_location(game))) {
+productionsite->unnotify_player();
 			}
 			std::vector list;
 			if (action.iparam2 < 0)

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