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

2018-02-22 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/ai_quarry_fix into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/ai_quarry_fix/+merge/338585 -- Your team Widelands Developers is subscribed to branch

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

2018-02-22 Thread hessenfarmer
@ Tibor: Your corner case is only valid if the worker on a lower position is the one in the last occupied blacksmithy available and no hammer is available before expelling this position. In every other case I think this situation would be recovered by the blacksmith producing new tools for equip

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

2018-02-22 Thread hessenfarmer
Review: Approve playtest Good morning, my AI fixes are up now. So from terms of playtesting and AI behaviour the frisians are good to go from my side. Still to do: - finish of code review from Gun_Chleoc (or any other reviewer more experienced than me) - textreview by a reviewer with more soph

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1750561 into lp:widelands

2018-02-22 Thread GunChleoc
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/bug-1750561/+merge/338352 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1750561. ___ Mailing list: https://launchpad.net/~widelands-dev Post

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-documentation into lp:widelands

2018-02-22 Thread GunChleoc
All done. For code examples, I just linked back to the main code example. Is this OK for now? Some of the attributes are still a bit WIP. -- https://code.launchpad.net/~widelands-dev/widelands/fh1-documentation/+merge/337545 Your team Widelands Developers is subscribed to branch lp:~widelands-d

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

2018-02-22 Thread GunChleoc
Review: Approve LGTM :) @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/ai_quarry_fix/+merge/338585 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ai_quarry_fix. ___ Mailing list: https://lau

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

2018-02-22 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/ai_quarry_fix into lp:widelands has been updated. Commit Message changed to: When considering a quarry, the AI makes sure there is at least one rock in the vicinity For more details, see: https://code.launchpad.net/~widelands-dev/widelands/ai_q

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

2018-02-22 Thread bunnybot
Continuous integration builds have changed state: Travis build 3226. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/345003980. Appveyor build 3035. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ai_quarry_

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

2018-02-22 Thread R M
I agree to merge and work out balancing later, it seems only minor tweaks needed. After implementing Hessanfarmers fixes I was able to watch Frisian AI beat Barbarian AI with no problem, except it took a few hours more than a human player. -- https://code.launchpad.net/~widelands-dev/widelands

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

2018-02-22 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/ai_quarry_fix into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/ai_quarry_fix/+merge/338585 When considering a quarry AI makes sure there

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

2018-02-22 Thread TiborB
Yes, such algorithm can be created, but there are still a corner cases, e.g.: There are 3 buildings X where one is missing a specific worker W. There is 1 building Y where there is worker W working on lower position. Is it good strategy to expel worker W from Y and perhaps stop production in Y (o

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-documentation into lp:widelands

2018-02-22 Thread kaputtnik
Good work :-) The grouping into headers is nice. A user can find the things he needs much better. There is one exception though: The rt tags documentation contain too much headers, imho. E.g for there are headers 'Attributes', 'Padding', 'Background Color' and 'Global Formatting Controls'. Whi

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

2018-02-22 Thread Benedikt Straub
Thanks for teaching the AI to play frisians :) Please do change the AI hints as you think best. @Tibor: Regarding the micromanagement of experienced workers – would it be possible for AI to check frequently if there is a building with a vacant worker slot for a worker that cannot be created dir

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

2018-02-22 Thread hessenfarmer
Agreed this needs more thinking and discussion and is not related to frisians. As soon as I get confirmation from Nordfriese I will commit my changes and from my perspective the frisians would be good enough for a merge as an experimental tribe and we can sort out balancing and specific AI impro

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

2018-02-22 Thread TiborB
So you say, do not upgrade productionsite if there are any such productionsite that is unoccupied or under construction? Should not be difficult to code but be sure it is good idea, think mainly about corner cases -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910

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

2018-02-22 Thread hessenfarmer
As far as I know and as I have seen in my testrounds the AI normally is starting to build other buildings only after Basic_economy is achieved. However if basic_economy can't be achieved in a reasonable time it starts to build the buildings that are not basic after a certain time. Generally spo

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

2018-02-22 Thread TiborB
Or more cleaned option would be to trim down the basic economy buildings so that it coped also with hard starting conditions -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/frisia

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

2018-02-22 Thread TiborB
Yes, I agree It is very complicated to say what site "can be finished". But main problem is that basic_economy settings are calibrated to normal starting conditions. Hard modes should have own - limited in regard to number of buildings - basic economy settings. This is purpose of basic ec

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

2018-02-22 Thread R M
Yes it would be useful to have basic economy state available to lua, for simplifying scripting of scenarios and start conditions. Just as it would be useful to test if a player is human or AI. Building of training sites before there is a metal production or food production set up is a problem w

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

2018-02-22 Thread TiborB
As for quarries - I will fix this As for woodcutters - this is similar to quarries, but generally it is logical to built lumberjack(a) even if without trees nearby (and if no spots with trees are available) before you run out of logs and will not be able to build lumberjacks at all... As for

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

2018-02-22 Thread R M
I was test all 4 tribes with hardcore start positions on Last Survivors map which highlit a few AI problems, in tweaking things I have got it to the point where often 2 tribes can reach the basic economy stage in about 2 hours. One of the problems thrown up by all tribes was quarries are a big