Fixed as well now
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands.
Commit message:
Move the economy options window to top when clicking Configure Economy
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1827696 in widelands
Pushed a fix for worker creation. As soon as you now trigger an economy update
(e.g. by building a flag), the necessary tools are transported from the HQ to
the warehouse and there turned into workers.
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No, the workshop just skips everything because no tools are needed. I´m trying
to implement that the tools will be transported from one warehouse to another
one so the missing workers can be created in the correct economy…
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The detour-baselength assert will definitely not give any further trouble now –
I removed it ;)
Making a detour really can shorten the ship´s path by a few fields in some
cases… :P
The ship.get_nritems() assert is also fixed now, though the savegame might
remain broken.
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Fixed the fieldaction bug and split off FindNodeTerraform.
New terraform syntax:
"findspace=size:any radius:6 terraform",
"walk=coords",
"terraform",
"return"
There´s no real reason why we need a World or EGBase in Tool parameters, is
there? I removed it, as it can be fetched directly from th
Implemented your suggestion for Ferry and clarified the comment in
EconomyDataPacket.
Economy::create_requested_workers is called directly from balance() for every
economy, so we can just ignore it for ware ecos.
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Your tea
Savegame compatibility hack is up :)
Thanks for the review and codestyle.
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The "detour >= base_length" assert should finally be fixed. Also changed the
double-colonization check as suggested.
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I just had an idea how I might just perhaps be able to write savegame
compatibility, give me a few days to try it out...
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The AI will simply ignore the new feature, it will continue playing exactly as
before. There are some AI code parts that should be looked into eventually (I
added TODOs there), but they should most likely have no effect whatever as long
as it doesn´t build a waterway.
This branch was tested qui
No wonder it was buggy, I used the wrong variable for calculating the length of
the detour :)
Please check whether it still happens…
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lp:~widelands-dev/wideland
The OPtr is just a wrapper for a MapObject. I use OPtr rather than
PortDock* to avoid segfaults when the portdock is destroyed. The == comparison
compares serials, so it´s 100% safe to use.
I found a potential cause for this assert in the way superfluous or invalid
destinations are discarded, pl
I believe this is a bug in trunk since I didn´t touch that code, but I´ll fix
it here. Once the portspace becomes unavailable, other ships shouldn´t be
allowed to start colonizing. No savegame needed, should be easy to reproduce.
I´ll also add this case to the testsuite.
Still wasn´t able to re
For more information about the concepts, see the discussion at
https://www.widelands.org/forum/post/29315/ onwards…
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The barbarian sites modified in this branch are only testcases, not intended
for merging.
The new amazons tribe (under development in another branch) will have a
"Gardening Center" whose only purpose is that the worker walks around and turns
the terrain nearby into a different, more fertile ter
I tried out all four UnrealAssert savegames now and *none* of them triggered an
assert fail. Do you have replays that end with assert-crashes?
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Ouch. This means that you have an item in your portdock that doesn´t know where
it wants to go. Happens all the time in trunk, shouldn´t happen anymore in this
branch.
Did you (or some AI) destroy a port shortly before you got the error? Or
connected some previously unconnected ports on land? O
What´s the status here?
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/productionsite-inactivity-bug into lp:widelands.
Commit message:
Fix a bug where a building remains inactive after kicking a worker
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https
Another guess pushed, this one may fix it. (untested, can´t compile atm.)
Please test…
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I added some debug output, please try again…
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I have pushed a blind guess what might be causing this, please test whether
this fixes it
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Yes, with ASan. It complains about the usual memory leak when closing
Widelands, nothing else.
Travis is happy now, regression tests are working there.
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It cannot affect the game, so this isn´t necessary. But perhaps one might want
to save some clever economy settings of another player for future use in own
games, so why not allow it?
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Your team Widelands
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands.
Commit message:
Forbid changing economy targets by spectators
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1827696 in widelands: "Allow users to d
Can´t reproduce. I downloaded your savegame, loaded it, let it run for ten
minutes gametime and then closed it, all without problems…
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Benedikt Straub has proposed merging lp:~widelands-dev/widelands/workarea-fixes
into lp:widelands.
Commit message:
Fix workarea layers getting stuck by always hiding them when the building
window closes or warps
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/constructionsite_options into lp:widelands.
Commit message:
Set emptied input queues to max fill when enhancing a building
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1597310 in widelands
Ah ok :) you meant, don´t use realtime as a limit for calculation steps. OK, if
playtesting shows that such a limit is necessary (atm I don´t think it is) the
limit will be implemented by max number of destinations or perhaps max total
route length.
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Thanks for reviewing :)
Implemented or replied to your comments.
I´ve been playing so far on Dust In The Wind where I didn´t notice performance
problems (owning ~ half the islands). A big map with many many ports would be
great for testing though.
This is sort of like the TSP with additional ru
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/new-shipping
into lp:widelands.
Commit message:
New planning-ahead ship scheduling algorithm
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1827033 in widelands: "Bugs in new ShipSched
Looks good, one suggestion in the diff
Diff comments:
>
> === modified file 'src/economy/portdock.h'
> --- src/economy/portdock.h2019-04-24 06:51:31 +
> +++ src/economy/portdock.h2019-06-24 19:08:56 +
> @@ -140,6 +134,14 @@
> private:
> friend struct Fleet;
>
> + //
Looks good to me. Some comments in the diff.
Diff comments:
> === modified file 'src/logic/playercommand.cc'
> --- src/logic/playercommand.cc2019-06-23 11:41:17 +
> +++ src/logic/playercommand.cc2019-06-24 22:00:34 +
> @@ -226,7 +200,7 @@
> }
>
> void CmdBulldoze::seri
@bunnybot merge
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Should be fixed now. I´m unable to compile and test at the moment though.
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Repositioned the buttons.
I also pushed a revision that should fix the memory leak you found (not tested).
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/constructionsite_options into lp:widelands.
Commit message:
Fixes for some errors in constructionsite settings
Requested reviews:
GunChleoc (gunchleoc)
Related bugs:
Bug #1597310 in widelands: "Possibility to set bui
The proposal to merge lp:~widelands-dev/widelands/constructionsite_options into
lp:widelands has been updated.
Description changed to:
As happens so often, new bugs are found directly after the feature that causes
them has been merged :)
– Fix two errors with ware priorities and max fills (we
The proposal to merge lp:~widelands-dev/widelands/constructionsite_options into
lp:widelands has been updated.
Status: Needs review => Work in progress
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Just found another issue in trainingsite-constructionsite saveloading which I´d
like to fix with this branch
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Replied to the diff comment.
Also found and fixed another flaw in the inputqueuedisplay.
Diff comments:
>
> === modified file 'src/logic/playercommand.cc'
> --- src/logic/playercommand.cc2019-06-23 11:41:17 +
> +++ src/logic/playercommand.cc2019-06-23 14:34:42 +
> @@ -113
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/constructionsite_options into lp:widelands.
Commit message:
Fixes for some errors in constructionsite settings
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1597310 in widelands: "Possibili
inputqueues
@bunnybot merge force
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three inputqueue fails in one build :P
@bunnybot merge force
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When you want to apply a profile to everything, you can select either nothing
or everything. The dropdown tooltip says "Profile to apply to the selected
items". All other buttons affect only the selected items, so it´s consistent
that the dropdown should affect only the selection as well. Changi
No problem. I have very little time for Widelands at the moment anyway :)
Diff comments:
>
> === added file 'src/logic/map_objects/tribes/building_settings.cc'
> --- src/logic/map_objects/tribes/building_settings.cc 1970-01-01 00:00:00
> +
> +++ src/logic/map_objects/tribes/building_setting
Whether waterways/ferries are enabled can be checked as
map.get_waterway_max_length() >= 2
Typically, they are enabled only on maps where they make sense. Waterways have
a maximum length that is map-dependent.
If two flags can be connected both by a new road and by a new waterway, the AI
shou
No, because it can be close to several unconnected oceans, just like a shipyard.
You could keep a list of all ferry-reachable fields within the workarea of a
ferry yard (*), and then check for a given waterway whether a
CheckStepFerry-approved path exists from any node on the waterway to any of
To get all ferries in a fleet:
Waterway::get_fleet() or Ferry::get_fleet()
FerryFleet::count_ferries()
Counting stuff per player should not be needed, count per FerryFleet instead.
I´ll add some functions to query a waterway whether it has a ferry, and to
query the fleet how many waterways are une
Launchpad limits the diff preview to the first 5000 lines. The other >9000
lines remain hidden…
A MOVECAPS_FERRY is not possible. For MOVECAPS_WALK and MOVECAPS_SWIM, you
always know that if two adjacent nodes both have this movecap, a bob that also
has that movecap can pass directly from one n
There is a method Game::send_player_build_waterway(int32_t, Path&) that works
just like for roads.
Waterways have a special placement rule: They can go along any edge which is
located between two water triangles. They can therefore reach all fields with
MOVECAPS_SWIM plus some other fields. Alw
Diff comments:
>
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2019-05-25 08:20:22 +
> +++ src/ai/ai_help_structs.h 2019-05-31 11:03:05 +
> @@ -78,6 +78,7 @@
> kUpgradeExtends,
> kLogRefiner,
> kIronMine,
> + // TODO(Nordfriese):
Implemented your comments
Diff comments:
>
> === added file 'src/logic/map_objects/tribes/building_settings.cc'
> --- src/logic/map_objects/tribes/building_settings.cc 1970-01-01 00:00:00
> +
> +++ src/logic/map_objects/tribes/building_settings.cc 2019-05-28 15:09:01
> +
> @@ -0,0 +1,3
Good idea, will implement that :)
> On the other side: Is it worth the work for a feature
> - which is hard to explain
I can just add an explanation in a tutorial. Would the economy tut or bar01 be
the better place for it?
> - which was wanted by a single player
I would not have implemented i
> Hm on second thought - the beekeeper -> fields rule might be actually covered
> by rule 4
The farm plants only barley_field_tiny, but the flowering attrib belongs to
barley_field_medium. We would have to check not only whether they plant&collect
the same attrib, but also whether one plants so
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands.
Commit message:
Add some sleep time to costly loops in fri02 to prevent freezing
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1831583 in widelands: "Cra
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/workarea-fixes
into lp:widelands.
Commit message:
– Highlight the buildings the overlapping workareas belong to
– Fix behaviour of the W hotkey
– Show productionsite overlaps only for certain building types of interest
Requested
But this is the correct behaviour :) The dropdown always shows the profile that
applies to the entire tab. IMHO this is more intuitive than making the dropdown
label dependent only on the selected items…
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I cannot reproduce that... When nothing or everything is selected, all wares
get changed and the dropdown shows the chosen profile. When some wares are
selected, only those are changed and "-" appears as expected.
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This time it´s just the inputqueues
@bunnybot merge force
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@bunnybot merge
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/economy-target-profiles into lp:widelands.
Commit message:
Fix economy targets profile application when no items are selected
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1827696 in widelands
@bunnybot merge
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Done. The diff is now almost 50% longer :P
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Benedikt Straub has proposed merging lp:~widelands-dev/widelands/workarea-fixes
into lp:widelands.
Commit message:
· Draw a narrow border around workareas for better visibility
· Improve performance by only recalculating the workarea shader data when needed
· Add the hotkey W to enable/disable
Thanks everyone for the reviews, and thanks for the fixes :)
@bunnybot merge
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Okay, my mistake :)
Double-checked my dropdown usage, should all be fine then…
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/bug-1830526-soldier-walk-anims into lp:widelands.
Commit message:
Cache soldiers´ directional animations as unique_ptr to prevent memory leaks
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1830526
> I think it is very unusual that a ship navigate to a port, unload all wares
> and immediately load the same wares again to navigate the wares to the
> destination port.
Wasn´t aware of that one yet, but that has to be fixed of course.
I think this won´t be possible without rewriting most of th
Apart from this bug, which happens quite often, no unusual behaviour was
observed in shipping so far. I would vote to merge this symptomatic fix, and if
more problems are found, to revert or rewrite the algorithm.
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Ware stats menu fixed. It is already too large in trunk, but I made it shorter
now.
We still need knowledge of the phase we´re in during the loop so we can know
whether to change the target for all wares or only for the selected. Since
anything_selected may change during the loop, we need two v
Layouting fixed. Ware statistics now sets a hgap as well
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Implemented or replied to the diff comments.
The ASan error is in trunk and can happen everywhere there are dropdowns. For
example, when I´m thrown back to the main menu by an error from a fsmenu screen
that has one I already got this crash. It can appear whenever destroying a
window that conta
> "Launch expedition" should be "Start an expedition" like on the button for
> the finished port.
> The target of the help button does not get updated when enhancing, e.g.
> construction site for deeper coal mine will show the coal mine instead.
> ASan
Should all be fixed now
> It would be nice
Review: Resubmit
Found and fixed another potential source of asserts and/or segfaults. And it
appears the the assert cannot be guaranteed in certain cornercases.
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A tooltip it is :)
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Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/bug-1829623-assert_is_present into lp:widelands.
Commit message:
Do not send soldiers to attack if they are not stationed in a militarysite
anymore
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug
OK, will change it like this
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@Toni I mean the textarea showing the soldier stats below
Alternatively, option 5: since the usage tooltip is shown only over the
headers, we could remove the textarea and put the soldier stats into an own
tooltip
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That assert is in trunk – it´s our famous Fleet::is_path_favourable problem...
A reason this is not being merged yet is, GunChleoc wanted to check if we can
merge this without breaking savegame compatibility (I think it´s not possible).
I agree that apart from that this branch should be merged so
How many lines should I set as the always visible minimum? two?
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A transient travis failure
@bunnybot merge force
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Thanks for the savegame :)
There were three different bugs overlayed here. All of them are fixed now.
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Since the bug is not reproducible, I can´t be certain, but it should most
likely be gone now
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This seems to be the same issue as the crash with animation ID -432781024, but
with a more usable file&line number. Will push a fix soonish
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Ah yes, it seems like the translation for the empty string is not as accurate
as I expected it...
The dropdown contains translated entries, so I tell it to select the translated
name of the applicable profile. I don´t know what the cause of this weird
translation is, perhaps your i18n library di
Oops… should be fixed now
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Tested, and it performs well. Code LGTM.
Good job :)
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I am at a loss. I have now pushed a revision that adds lots of logging output.
When I perform these steps:
– Open the options window from a flag
– Change some values
– Click the save button
– Save the profile as "test"
– (now the dropdown shows "test")
– close the options window
– re-open it (the
Assert fail fixed :)
--
https://code.launchpad.net/~widelands-dev/widelands/constructionsite_options/+merge/367428
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/constructionsite_options into lp:widelands.
_
Took care of the warnings and fixed the input queue layout.
> src/graphic/animation.cc:451] Requested unknown animation with id: -432781024
A backtrace would be helpful…
Did you get this while an (enhanced?) constructionsite was being built, or when
a constructionsite was being completed? I got
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands.
Commit message:
Use a MultilineTextarea for the soldier stats in the attack box
Requested reviews:
GunChleoc (gunchleoc): i18n behaviour
Related bugs:
Bug #585981 in widelands
Fixed the compiler warnings and made the UI design consistent. I did not
convert the Stop and Launch Expedition to toggle-buttons though because it is
never clear with such buttons whether the icon shows the current state or the
action taken by clicking it IMHO.
By the way, when clicking the En
I´m through with the code review, a couple of nits. Will do more testing soon…
Diff comments:
>
> === modified file 'src/ai/defaultai.cc'
> --- src/ai/defaultai.cc 2019-04-20 05:44:37 +
> +++ src/ai/defaultai.cc 2019-05-15 06:30:23 +
> @@ -2454,6 +2458,12 @@
>
>
Hmm... it seems like the dropdown´s entries and selection are not updated
correctly for some reason which is beyond my understanding. The "Not Selected"
message is only the consequence of an upstream failure which I suspect in
update_profiles(). I have rewritten it, can you try if the problem st
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/constructionsite_options into lp:widelands.
Commit message:
Allow players to define settings for and to enhance buildings under construction
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1597310 in
This one function with this one assert yet again... yes, please provide a
savegame
--
https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/ferry.
___
Updated video:
https://bugs.launchpad.net/widelands/+bug/1827696/+attachment/5263625/+files/vokoscreen-2019-05-14_14-29-18.mkv
I still get a different result by the same steps and have no idea why :(
--
https://code.launchpad.net/~widelands-dev/widelands/economy-target-profiles/+merge/366987
Your
Transient travis failure
@bunnybot merge force
--
https://code.launchpad.net/~widelands-dev/widelands/productionsite-bugs/+merge/367306
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lp:~widelands-dev/widelands/productionsite-bugs.
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