Yes, that's https://bugs.launchpad.net/widelands/+bug/1827544
Thanks for the review :)
@bunnybot merge
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Any objections to merging this?
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The proposal to merge lp:~widelands-dev/widelands/localization-post-build20
into lp:widelands has been updated.
Status: Needs review => Merged
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Review: Approve
Testing done.
@bunnybot merge
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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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Your t
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
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
The logic is / was you cannot have max preciousness if you do not produce
anything...
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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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The inputqueues failed again
@bunnybot merge force
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BTW that assert is already broken in trunk.
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I will investigate that assert
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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
The proposal to merge lp:~widelands-dev/widelands/per-level-soldier-anims into
lp:widelands has been updated.
Status: Needs review => Merged
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I am getting the failing assert for atlanteans horsefarm and barbarian
cattlefarm - in trunk... They have max_needed_preciousness 1.
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Continuous integration builds have changed state:
Travis build 5015. State: passed. Details:
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Appveyor build 4796. State: success. Details:
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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
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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