Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1341081 into lp:widelands

2014-07-20 Thread SirVer
Yes, we are using tabs. Personally, I'd much rather switch to spaces and reformat all code with clang-format, which would then be the definition of 'correct'. I got push back the last two times I tried to establish this though. > The codecheck warnings are hidden behind the "check to see if code

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1341081 into lp:widelands

2014-07-20 Thread GunChleoc
> Also, your editor formats source code quite differently to the codebase, so > there are a lot of style checker warnings. Don't you get style warnings during > compile? It's a matter of setting up the editor to confirm with our code formatting standards - which I can't find a reference for. I do

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/map-upload into lp:widelands-website

2014-07-20 Thread SirVer
> To make it work Widelands must be installed (make install) and the > wl_map_info executable moved to the widelands-website root (next to > manage.py). I think we should be able to provide a path to a directory that contains all widelands binaries. On the server this is conveniently /usr/shar

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/map-upload into lp:widelands-website

2014-07-20 Thread SirVer
Any idea why this is not showing a diff? -- https://code.launchpad.net/~widelands-dev/widelands-website/map-upload/+merge/227458 Your team Widelands Developers is subscribed to branch lp:widelands-website. ___ Mailing list: https://launchpad.net/~widela

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1341081 into lp:widelands

2014-07-20 Thread SirVer
I added a bunch of NOCOM(#codereview). You do not implement some methods (see the codereview comments). The code I pushed still doesn't compile, but it should give you an idea of what is missing. Also, your editor formats source code quite differently to the codebase, so there are a lot of styl

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

2014-07-20 Thread SirVer
Cool. I am working on getting rid of the old font renderer too in https://code.launchpad.net/~widelands-dev/widelands/text_area_richtext . Maybe we can join forces. -- https://code.launchpad.net/~widelands-dev/widelands/storages_garrisons/+merge/178704 Your team Widelands Developers is subscrib

Re: [Widelands-dev] get a flag belonging to headquarters

2014-07-20 Thread Holger Rapp
On 20.07.2014, at 22:24, Tibor Bamhor wrote: > not in LUA, I need it for AI. I want to block fields within some radius > around headquarters' flag - to prohibit buildings there. > Well, the answer is still contained though :). Have a look a lua_map.cc and get_buildings(). The way to get the

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

2014-07-20 Thread cghislai
Im working on the fh1 branch, but I will have a look into that afterwards. On Sun, Jul 20, 2014 at 9:56 PM, SirVer wrote: > This change would still be awesome to have in Widelands. Charly, you are > not by any chance taking things on again soon? > -- > > https://code.launchpad.net/~widelands-de

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1341081 into lp:widelands

2014-07-20 Thread GunChleoc
I tried and it doesn't compile - see comment. I don't know why. Diff comments: > === modified file 'campaigns/atl01.wmf/scripting/init.lua' > --- campaigns/atl01.wmf/scripting/init.lua2014-07-17 15:26:32 + > +++ campaigns/atl01.wmf/scripting/init.lua2014-07-19 09:00:26 + > @@ -324

[Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/map-upload into lp:widelands-website

2014-07-20 Thread Shevonar
Shevonar has proposed merging lp:~widelands-dev/widelands-website/map-upload into lp:widelands-website. Requested reviews: SirVer (sirver) For more details, see: https://code.launchpad.net/~widelands-dev/widelands-website/map-upload/+merge/227458 This branch contains a first working draft of

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-999262_part2 into lp:widelands

2014-07-20 Thread GunChleoc
Thanks! Now that I have QT Creator, the code is so much easier to navigate. I fixed the commented stuff, now I still need to implement the delays for the messages. So, please wait with merging until I give you a shout. -- https://code.launchpad.net/~widelands-dev/widelands/bug-999262_part2/+merg

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

2014-07-20 Thread SirVer
This change would still be awesome to have in Widelands. Charly, you are not by any chance taking things on again soon? -- https://code.launchpad.net/~widelands-dev/widelands/storages_garrisons/+merge/178704 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/stora

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

2014-07-20 Thread Hans Joachim Desserud
>The inline diff tools is pretty broken - all your comments are invisible now. I found that the corresponding not-inline comment has a link saying "Show diff comments" which you can click on. Though that changes to the old squashed diff, so there doesn't seem to be a way to see that latest chang

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

2014-07-20 Thread SirVer
Review: Approve if you take care of the couple of nits we discussed it looks good to me. -- https://code.launchpad.net/~widelands-dev/widelands/trimming-compile/+merge/227390 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/trimming-compile. ___

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

2014-07-20 Thread SirVer
The inline diff tools is pretty broken - all your comments are invisible now. So I comment via Email instead. > - link to somewhere on the wiki which explains manual building in more detail > - fix indentation and creation of update.sh Feel free to do indentation in the future right away. I revi

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

2014-07-20 Thread Hans Joachim Desserud
Note to self: assuming the recent changes are ok, the remaining points are: - link to somewhere on the wiki which explains manual building in more detail - fix indentation and creation of update.sh Diff comments: > === modified file 'compile.sh' > --- compile.sh2014-06-18 17:11:08 +

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-999262_part2 into lp:widelands

2014-07-20 Thread SirVer
Ahh, save comment to quick again. That is a great change and fairly complex and I just wanted to say that you came a long way as a coder in a very short time. -- https://code.launchpad.net/~widelands-dev/widelands/bug-999262_part2/+merge/227348 Your team Widelands Developers is subscribed to bran

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-999262_part2 into lp:widelands

2014-07-20 Thread SirVer
Review: Needs Fixing I think lumberjacks should only send a message after ~10 failed attempts or so. Otherwise they will send too often. Rest of the comments inlined in the code in r7115. -- https://code.launchpad.net/~widelands-dev/widelands/bug-999262_part2/+merge/227348 Your team Widelands D

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

2014-07-20 Thread SirVer
Review: Needs Fixing Diff comments: > === modified file 'compile.sh' > --- compile.sh2014-06-18 17:11:08 + > +++ compile.sh2014-07-19 14:18:30 + > @@ -26,15 +26,14 @@ > # TODO user interaction and functions for installation including a check these TODOs all seem like

Re: [Widelands-dev] get a flag belonging to headquarters

2014-07-20 Thread Holger Rapp
On 18.07.2014, at 13:14, Tibor Bamhor wrote: > Hi, > > I need to get a flag (or its coordinates) belonging to a headquarters on the > very beginning of game. > > How should I do it? In Lua? p1 = wl.Game().players[1] hq = p1:get_buildings("headquarters")[1] print(hq.flag) > Is it a headquar

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1341081 into lp:widelands

2014-07-20 Thread SirVer
Review: Needs Fixing Diff comments: > === modified file 'campaigns/atl01.wmf/scripting/init.lua' > --- campaigns/atl01.wmf/scripting/init.lua2014-07-17 15:26:32 + > +++ campaigns/atl01.wmf/scripting/init.lua2014-07-19 09:00:26 + > @@ -324,7 +324,7 @@ >if not f.immovable

[Widelands-dev] [Merge] lp:~f-thiessen/widelands/barbarian3 into lp:widelands

2014-07-20 Thread Ferdinand T.
Ferdinand T. has proposed merging lp:~f-thiessen/widelands/barbarian3 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #674839 in widelands: "Some issues of barbarian tutorial 3" https://bugs.launchpad.net/widelands/+bug/674839 Bug #1276247 in w

Re: [Widelands-dev] [Merge] lp:~wl-zocker/widelands/bug-1341662 into lp:widelands

2014-07-20 Thread wl-zocker
I deleted the lines and also took the freedom do delete an include. The game still runs and oxen and donkeys can be produced, so I hope it is all right. -- https://code.launchpad.net/~wl-zocker/widelands/bug-1341662/+merge/227395 Your team Widelands Developers is requested to review the proposed

Re: [Widelands-dev] [Merge] lp:~wl-zocker/widelands/bug-1341662 into lp:widelands

2014-07-20 Thread GunChleoc
> I added the wildboar to map_generation.lua. It seems to work, so I probably > did the right thing :) Looks good to me > I noticed that some animals appear twice in the list. Is this to increase the > probability of their appearance or simply some leavings from the one_world > merge (that can b

Re: [Widelands-dev] [Merge] lp:~wl-zocker/widelands/bug-1341662 into lp:widelands

2014-07-20 Thread wl-zocker
I added the wildboar to map_generation.lua. It seems to work, so I probably did the right thing :) I noticed that some animals appear twice in the list. Is this to increase the probability of their appearance or simply some leavings from the one_world merge (that can be removed)? Regarding src/l