Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-18 Thread GunChleoc
Yes, that's https://bugs.launchpad.net/widelands/+bug/1827544

Thanks for the review :)

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1818013-new-logo into lp:widelands

2019-05-18 Thread GunChleoc
Any objections to merging this?
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-18 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/localization-post-build20 
into lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/localization-post-build20/+merge/367305
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2019-05-18 Thread GunChleoc
Review: Approve

Testing done.

@bunnybot merge
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2019-05-18 Thread bunnybot
Refusing to merge, since Travis is not green. Use @bunnybot merge force for 
merging anyways.

Travis build 4966. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/531659623.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread GunChleoc
GunChleoc has proposed merging 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands.

Commit message:
Some AI code cleanups

- Implement AI hints for workers
- Deduce whether a building is a barracks or recruits other workers from 
building outputs
- Move ware preciousness into a new AI hint object
- Fixed warning about signed/unsigned comparisons.


Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1829471 in widelands: "Shift hardcoded AI values to lua"
  https://bugs.launchpad.net/widelands/+bug/1829471

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608

There is an assert that is failing now. Since I am not very familiar with the 
AI code, I don't know why it is there. @Tibor: Do you remember why you put it 
there?
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=== modified file 'data/tribes/atlanteans.lua'
--- data/tribes/atlanteans.lua	2018-07-29 13:49:09 +
+++ data/tribes/atlanteans.lua	2019-05-18 13:37:09 +
@@ -375,7 +375,6 @@
soldier = "atlanteans_soldier",
ship = "atlanteans_ship",
port = "atlanteans_port",
-   barracks = "atlanteans_barracks",
ironore = "iron_ore",
rawlog = "log",
refinedlog = "planks",

=== modified file 'data/tribes/barbarians.lua'
--- data/tribes/barbarians.lua	2018-07-29 13:49:09 +
+++ data/tribes/barbarians.lua	2019-05-18 13:37:09 +
@@ -308,7 +308,6 @@
soldier = "barbarians_soldier",
ship = "barbarians_ship",
port = "barbarians_port",
-   barracks = "barbarians_barracks",
ironore = "iron_ore",
rawlog = "log",
refinedlog = "blackwood",

=== modified file 'data/tribes/buildings/productionsites/atlanteans/horsefarm/init.lua'
--- data/tribes/buildings/productionsites/atlanteans/horsefarm/init.lua	2019-05-15 06:29:24 +
+++ data/tribes/buildings/productionsites/atlanteans/horsefarm/init.lua	2019-05-18 13:37:09 +
@@ -31,7 +31,6 @@
},
 
aihints = {
-  recruitment = true,
   prohibited_till = 610,
},
 

=== modified file 'data/tribes/buildings/productionsites/barbarians/cattlefarm/init.lua'
--- data/tribes/buildings/productionsites/barbarians/cattlefarm/init.lua	2019-05-15 06:29:24 +
+++ data/tribes/buildings/productionsites/barbarians/cattlefarm/init.lua	2019-05-18 13:37:09 +
@@ -31,7 +31,6 @@
},
 
aihints = {
-  recruitment = true,
   prohibited_till = 610,
},
 

=== modified file 'data/tribes/buildings/productionsites/empire/donkeyfarm/init.lua'
--- data/tribes/buildings/productionsites/empire/donkeyfarm/init.lua	2019-05-15 06:29:24 +
+++ data/tribes/buildings/productionsites/empire/donkeyfarm/init.lua	2019-05-18 13:37:09 +
@@ -31,7 +31,6 @@
},
 
aihints = {
-  recruitment = true,
   prohibited_till = 610,
},
 

=== modified file 'data/tribes/empire.lua'
--- data/tribes/empire.lua	2018-07-29 13:49:09 +
+++ data/tribes/empire.lua	2019-05-18 13:37:09 +
@@ -350,7 +350,6 @@
soldier = "empire_soldier",
ship = "empire_ship",
port = "empire_port",
-   barracks = "empire_barracks",
ironore = "iron_ore",
rawlog = "log",
refinedlog = "planks",

=== modified file 'data/tribes/frisians.lua'
--- data/tribes/frisians.lua	2019-02-28 11:03:51 +
+++ data/tribes/frisians.lua	2019-05-18 13:37:09 +
@@ -349,7 +349,6 @@
soldier = "frisians_soldier",
ship = "frisians_ship",
port = "frisians_port",
-   barracks = "frisians_barracks",
ironore = "iron_ore",
rawlog = "log",
refinedlog = "brick",

=== modified file 'data/tribes/workers/atlanteans/horse/init.lua'
--- data/tribes/workers/atlanteans/horse/init.lua	2017-02-12 09:10:57 +
+++ data/tribes/workers/atlanteans/horse/init.lua	2019-05-18 13:37:09 +
@@ -24,4 +24,10 @@
ware_hotspot = {-2, 12},
 
animations = animations,
+
+   aihints = {
+  preciousness = {
+ atlanteans = 2
+  },
+   }
 }

=== modified file 'data/tribes/workers/barbarians/ox/init.lua'
--- data/tribes/workers/barbarians/ox/init.lua	2017-02-12 09:10:57 +
+++ data/tribes/workers/barbarians/ox/init.lua	2019-05-18 13:37:09 +
@@ -25,4 +25,10 @@
ware_hotspot = { -2, 13 },
 
animations = animations,
+
+   aihints = {
+  preciousness = {
+ barbarians = 2
+  },
+   }
 }

=== modified file 'data/tribes/workers/empire/donkey/init.lua'
--- data/tribes/workers/empire/donkey/init.lua	2017-02-12 09:10:57 +
+++ data/tribes/workers/empire/donkey/init.lua	2019-05-18 13:37:09 +
@@ -24,4 +24,10 @@
ware_hotspot =  { -2, 8 },
 
animations = animations,
+
+   aihints = {
+  preciousness = {
+ empire = 2
+  },
+   }
 }

=== modified file 'data/tribes/workers/frisians/reindeer/init.lua'
--- data/tribes/workers/frisians/reindeer/init.lua	2018-02-06 11:17:48 +
+++ data/tribe

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread TiborB
See my comments below

BTW I am doing some training, I hope this will not interfere. Once it is 
merged, I will re-train too..

Diff comments:

> 
> === modified file 'src/ai/defaultai.cc'
> --- src/ai/defaultai.cc   2019-05-17 11:45:39 +
> +++ src/ai/defaultai.cc   2019-05-18 13:37:09 +
> @@ -2489,21 +2499,25 @@
>  
>   // Now verifying that all 'buildable' buildings has 
> positive max_needed_preciousness
>   // if they have outputs, all other must have zero 
> max_needed_preciousness
> - if ((bo.new_building == BuildingNecessity::kNeeded ||
> -  bo.new_building == BuildingNecessity::kForced ||
> -  bo.new_building == BuildingNecessity::kAllowed ||
> -  bo.new_building == 
> BuildingNecessity::kNeededPending) &&
> - (!bo.outputs.empty() || 
> bo.is(BuildingAttribute::kBarracks))) {
> - if (bo.max_needed_preciousness <= 0) {
> - throw wexception("AI: Max presciousness 
> must not be <= 0 for building: %s",
> -  
> bo.desc->name().c_str());
> - }
> - } else if (bo.new_building == 
> BuildingNecessity::kForbidden) {
> +
> + if (bo.new_building == BuildingNecessity::kForbidden) {
>   bo.max_needed_preciousness = 0;
>   } else {
> - // For other situations we make sure 
> max_needed_preciousness is zero
> -
> - assert(bo.max_needed_preciousness == 0);
> + bo.max_needed_preciousness = 
> std::max(bo.max_needed_preciousness, bo.initial_preciousness);
> + bo.max_preciousness = 
> std::max(bo.max_preciousness, bo.initial_preciousness);
> + if ((bo.new_building == 
> BuildingNecessity::kNeeded ||
> +  bo.new_building == 
> BuildingNecessity::kForced ||
> +  bo.new_building == 
> BuildingNecessity::kAllowed ||
> +  bo.new_building == 
> BuildingNecessity::kNeededPending) &&
> + (!bo.outputs.empty() || 
> bo.is(BuildingAttribute::kBarracks))) {
> + if (bo.max_needed_preciousness <= 0) {
> + throw wexception("AI: Max 
> presciousness must not be <= 0 for building: %s",
> + 
>  bo.desc->name().c_str());
> + }
> + } else {
> + // For other situations we make sure 
> max_needed_preciousness is zero
> + // NOCOM this fails for recruitment 
> sites now assert(bo.max_needed_preciousness == 0);

This assert?
See comment few lines above:

// Now verifying that all 'buildable' buildings has 
positive max_needed_preciousness
// if they have outputs, all other must have zero 
max_needed_preciousness

Also note the line:

(!bo.outputs.empty() || bo.is(BuildingAttribute::kBarracks))

So you should add recruitements sites here too (the same exemptions as 
barracks), what do you think?

> + }
>   }
>  
>   // Positive max_needed_preciousness says a building 
> type is needed


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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread TiborB
The logic is / was you cannot have max preciousness if you do not produce 
anything...
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread GunChleoc
Thanks, that fixed it!

There should be no real impact on training from this branch. This is a pure 
refactoring without any intended semantic changes except that the reindeer farm 
now has a minimum preciousness of 2.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2019-05-18 Thread GunChleoc
The inputqueues failed again

@bunnybot merge force
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread GunChleoc
BTW that assert is already broken in trunk.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread TiborB
I will investigate that assert
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2019-05-18 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5013. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/534168690.
Appveyor build 4794. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_per_level_soldier_anims-4794.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2019-05-18 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/per-level-soldier-anims into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/per-level-soldier-anims/+merge/354929
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread TiborB
I am getting the failing assert for atlanteans horsefarm and barbarian 
cattlefarm - in trunk... They have max_needed_preciousness 1.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5015. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/534229981.
Appveyor build 4796. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1829471_worker_preciousness-4796.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-05-18 Thread Klaus Halfmann
Review: Needs Fixing testplay

I played Calvission again fo about 4 hours gametime.
This was fine for the most parts, I found some of
the expected Issued: e.g. Buildings not attachted to roads dont get workers.
I found one Issue where ferries are not built.
But now I hit an seertion that should be reproducible, please check:
   https://www.magentacloud.de/share/tu4ayusx.k
   Unferry.wgf

If we really want this feature, we should get it in _now_ and fix such bugs
with seperate bugs. Otherwsie this Brnach will diverge more and more.

Lets get this decided soon.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-18 Thread TiborB
Was you considering making barracks a recruitment? Because preciousness of 
barracks (output) is now hardcoded to 5, if I am right.

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